Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 [2] 3 4 ... 48

Author Topic: Outpost Delta Turn 13  (Read 33043 times)

VoidSlayer

  • Bay Watcher
    • View Profile
Re: Outpost Delta:Turn 1
« Reply #15 on: February 01, 2015, 12:34:09 pm »

Well here is my build, the main advantages are that we will have an excess of fuel at the end, get there in 7 years, bio dome AND rec commons, uses well established tech, and brings 70 people and 40 cargo for only 139 RU.  Also need to bring some food for 10 people along until hydroponics can go up but with a short flight bringing food along will be more efficient.

We can bring along a small power plant in cargo for only 2 size instead of the 5 for build in the ship.

Disadvantage is it would take 9 turns to build.

Its mostly theoretical at this point because of that.  If we could research adding some parts together it would be possible.

[]No Power Plant Build:
Command centre
Fusion Plasma Torch
Fusion Plasma Torch
Biodome /w hydroponics
Oxygen scrubbers & water recyclers
Ark Cryopods. (25 Persons)
Ark Cryopods. (25 Persons)
Recreational Commons
Focused Detection Array
Cargo bay /w industrial cargo handling system
Expanded superstructure
Expanded superstructure
Cargo bay Free
Medical Bay
Damage Control & machine shop
He-3 Fuel Tank size 8
He-3 Fuel Tank size 8
He-3 Fuel Tank size 4

Stats:
17 build slots 9 turns, 13 with building similar items together 7 turns
RU 139 (61 left)   
Size used 110   
Mass 105 (without Cargo)   
Energy use 7.5/10   
Cryo pods 50   
Crew Awake 20
Crew Needed 10   
Cargo 40
Food provided 10/20

« Last Edit: February 01, 2015, 12:42:06 pm by VoidSlayer »
Logged

VoidSlayer

  • Bay Watcher
    • View Profile
Re: Outpost Delta:Turn 1
« Reply #16 on: February 01, 2015, 12:41:46 pm »

Research needed for my build:

Small Cryo Tray
Combines a Oxygen scrubbers & water recyclers with 2 Arc Cryo pods
3 crew required

Large Fusion Plasma torch engine
2 normal Fusion Plasma torches large engines as one larger (more efficient?) unit
2 crew required

Command and control
electronic command center, medical bay and Damage Control & machine shop integrated together into one unit

Size 20 fuel tank

So that would be 11 turns.. still too long.

VoidSlayer

  • Bay Watcher
    • View Profile
Re: Outpost Delta:Turn 1
« Reply #17 on: February 01, 2015, 01:11:22 pm »

In that case:
Expanded superstructure
Expanded superstructure
Fusion Plasma Torch
Medium He-3 Inertial Fusion generator /w external radiators
Biodome /w hydroponics
Command centre (electronic central computer)
4x He-3 Fuel Tank
4x He-3 Fuel Tank
I still haven't done the math yet. I'll do it tomorrow.

What about:
Magnetoplasmadynamic Thruster
He-3 MCF Fusion generator /w external radiators Mk.2
Composite Biomedical Support Facility (CBSF)
8x He-3 Fuel Tank
8x He-3 Fuel Tank
Command centre (electronic central computer)
Expanded superstructure
Large Cargo Hold

Andres

  • Bay Watcher
    • View Profile
Re: Outpost Delta:Turn 1
« Reply #18 on: February 01, 2015, 05:41:19 pm »

I've come up with a design that should allow us to take off during the recommended opening and then get to Alpha Centauri.

Expanded superstructure
Reinforced outer hull (protects the biodome)
Command centre (electronic central computer)
Fusion Plasma Torch
13xRadioisotope thermoelectric battery (I'm guessing it's entirely free to build these and building these doesn't take up a build slot
Biodome /w hydroponics
4xHe-3 Fuel Tank (Aren't fuel tanks just as simple as batteries? Maybe this should also be a free build slot.)
Damage Control & machine shop
Medical Bay
Stats:
16 8 build slots, 8 4 turns
RU 87 (113 left)   
Size used 35/80   
Mass 42 (the holy number) 
Energy use 2.5/23
Crew Awake 10
Crew Needed 5
Time to destination without coasting: 7.65 years
Fuel remaining without coasting: 0.34

This is before adding any cargo. If the cargo we need requires more power we can just build more batteries. If building batteries isn't free we can just get rid of the medical bay. We can build more subsystems with the machine shop on the way if we buy enough material. If needed, we can replace the torch with an electric engine and more batteries which should save us an extra build slot.

What cargo should we get? Make sure the life sciences laboratory is included.

EDIT: I just realised that my design only uses 8 build slots which means we can add more things! Hurray!

EDIT2: I just realised that it would still take 4 turns to build 8 things and thus we can't build any more or we'll miss the launch window. Oh well.
« Last Edit: February 01, 2015, 05:51:35 pm by Andres »
Logged
All fanfics are heresy, each and every one, especially the shipping ones. Those are by far the worst.

tryrar

  • Bay Watcher
    • View Profile
Re: Outpost Delta:Turn 1
« Reply #19 on: February 01, 2015, 06:38:00 pm »

Actually, building more subsytems with a machine shop is, I'm gonna rule, impossible, and batteries cost parts and time to build. I might let you get away with a massive battery cluster, but you'll neet to land before building anything else substantial
Logged
This fort really does sit on the event horizon of madness and catastrophe
No. I suppose there are similarities, but I'm fairly certain angry birds doesn't let me charge into a battalion of knights with a car made of circular saws.

Andres

  • Bay Watcher
    • View Profile
Re: Outpost Delta:Turn 1
« Reply #20 on: February 01, 2015, 06:48:17 pm »

I'm guessing that cargo things like the life sciences lab don't require power until we actually land, right?
Logged
All fanfics are heresy, each and every one, especially the shipping ones. Those are by far the worst.

tryrar

  • Bay Watcher
    • View Profile
Re: Outpost Delta:Turn 1
« Reply #21 on: February 01, 2015, 06:48:42 pm »

Right, then you'd need to unpack and hook up

Also, can I at least get some turn 1 build orders?
Logged
This fort really does sit on the event horizon of madness and catastrophe
No. I suppose there are similarities, but I'm fairly certain angry birds doesn't let me charge into a battalion of knights with a car made of circular saws.

Andres

  • Bay Watcher
    • View Profile
Re: Outpost Delta:Turn 1
« Reply #22 on: February 01, 2015, 06:58:46 pm »

Expanded superstructure
Reinforced outer hull


My first factory kit
« Last Edit: February 01, 2015, 07:13:08 pm by Andres »
Logged
All fanfics are heresy, each and every one, especially the shipping ones. Those are by far the worst.

Andres

  • Bay Watcher
    • View Profile
Re: Outpost Delta:Turn 1
« Reply #23 on: February 01, 2015, 07:13:36 pm »

Forget about the factory kit. We can't fit it on and we don't have time to build more superstructure.

EDIT:
Size:50 units
Cargo:0/20
Free Space:49
What's the difference between size, cargo, and free space? Some of the cargo stuff like the LSS use Size. Does that mean it conforms to Size or Cargo?
« Last Edit: February 01, 2015, 08:06:12 pm by Andres »
Logged
All fanfics are heresy, each and every one, especially the shipping ones. Those are by far the worst.

tryrar

  • Bay Watcher
    • View Profile
Re: Outpost Delta:Turn 1
« Reply #24 on: February 01, 2015, 08:40:37 pm »

Free space is for modules, and the cargo is how much size cargo you can fit. So a LSS would take up 10 space in a cargo bay, and a cargo bay itself would Take up 0.5/1/2 space on a ship depending on the size you got. Any cargo that doesn't have a size number is assumed to be at least size 1(basically think shipping container for reference)

Edit: You guys might be overthinking things a little. Here's a sample build I rigged up to give an idea:

Command Center(electronic)
Fusion Plasma Torch
IEF Generator Mk 2
CBSF


That's just the first 2 turns, and we already only lack fuel, and still have 12 free space without ever expanding. You can fit an expansion in that build order if you want to say, carry more cargo or put in more moduels, you'll have the time to do so. If you don't want say, the CBSF because of it's maintanence, you can try to do something else or even ignore this suggestion completely, but there's no need to go crazy with just the limited build slots we have
« Last Edit: February 01, 2015, 08:49:58 pm by tryrar »
Logged
This fort really does sit on the event horizon of madness and catastrophe
No. I suppose there are similarities, but I'm fairly certain angry birds doesn't let me charge into a battalion of knights with a car made of circular saws.

Andres

  • Bay Watcher
    • View Profile
Re: Outpost Delta:Turn 1
« Reply #25 on: February 01, 2015, 09:01:06 pm »

Wait, so another 20 space cargo bay will cost just 2 Size?
Logged
All fanfics are heresy, each and every one, especially the shipping ones. Those are by far the worst.

tryrar

  • Bay Watcher
    • View Profile
Re: Outpost Delta:Turn 1
« Reply #26 on: February 01, 2015, 09:33:06 pm »

Now you got me doing it, mixing mass and size!(that reminds me that the ship should be size 72 with the pre-installed cargo bay, leaving 50 free space. Will edit in a minute)

No, a 20-cargo cargo bay is size 22

Edit:Also, to help you guys out, I'll rule that you can get A larger size fuel tank than shown-as long as it follows the size progression-without research, as long as you give it a 3 month lead time since it would be basically a custom job
« Last Edit: February 01, 2015, 09:44:54 pm by tryrar »
Logged
This fort really does sit on the event horizon of madness and catastrophe
No. I suppose there are similarities, but I'm fairly certain angry birds doesn't let me charge into a battalion of knights with a car made of circular saws.

Andres

  • Bay Watcher
    • View Profile
Re: Outpost Delta:Turn 1
« Reply #27 on: February 02, 2015, 01:16:14 am »

I won't be here until tomorrow to write up a new plan but go ahead and start work on the expanded superstructure and the reinforced shell. Also start research on better food storage. Maybe some dehydration is in order?
« Last Edit: February 02, 2015, 01:19:00 am by Andres »
Logged
All fanfics are heresy, each and every one, especially the shipping ones. Those are by far the worst.

VoidSlayer

  • Bay Watcher
    • View Profile
Re: Outpost Delta:Turn 1
« Reply #28 on: February 02, 2015, 02:06:39 am »

Okay lets start with

[]Construction
          []Command Center (Electronic)
          []Expanded Superstructure

[]Cargo
          []My First Factory
          []Optronic Central Computer  Do not need to order it yet

[]Research
          []Large cryo bio dome
          []Improved Composite Biomedical Support Facility (CBSF)
               []Goals: Same but (In order)
                   []More Reliable
(not gonna break at the drop of a hat)
                   []Smaller already really small compared to the parts
                   []Cheaper already really cheap compared to the parts

We can build our Reactor and Engine next turn then our CBSF and Fuel tank the turn after that.

How many turns do we have, by my count it is 4.
« Last Edit: February 02, 2015, 06:54:00 am by VoidSlayer »
Logged

VoidSlayer

  • Bay Watcher
    • View Profile
Re: Outpost Delta:Turn 1
« Reply #29 on: February 02, 2015, 02:19:07 am »

Actually if we can research a double sized bio dome with cryo pods installed, I would prefer to research that.

Ideal build
Biodome Cryogenic Crypt (Composite Biodome Life Support)- 34 RU 50 size 20 mass 10 Mw A large ring shaped bio dome with life support and cryogenic pods build into the center and getting life support directly from the bio dome systems.
40 cryo space, life support for 20 crew/100 cryo sleep, plants and meditative atmosphere
Pages: 1 [2] 3 4 ... 48