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Author Topic: Super Nova explosions / Star life cycles completed  (Read 27525 times)
Palpatine
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« Reply #15 on: October 31, 2015, 02:04:22 AM »

Basically this update is gonna wipe out all the dead weight stations (stations belonging to inactive captains) very quickly. Especially those in faraway uninhabited systems.
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« Reply #16 on: October 31, 2015, 04:45:00 AM »

* Explorers are able to stabilize a star using the new module "Solar Hydrogen Infuser" from a ship. Closer to the star is more effective.

How can you see the stabilize effect of Solar Hydrogen Infuser ??

Can the Infuser be placed on ships / stations / surface and still work ??

Today info on system screen "Star mass is stable. [-34.3]"
Wish "Star mass is stable. [-34.3], Stabilize effect. [1.0]"

This info would also be nice to have on station remote connection screen.
 
« Last Edit: October 31, 2015, 05:11:03 AM by NoBrain » Report to moderator   Logged

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« Reply #17 on: October 31, 2015, 07:22:13 AM »

Like youse haven't raided those stations already 16
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« Reply #18 on: October 31, 2015, 08:00:36 AM »


How can you see the stabilize effect of Solar Hydrogen Infuser ??

Can the Infuser be placed on ships / stations / surface and still work ??


http://wiki.astro-galaxy.com/index.php?title=Star_stability

The Solar Hydrogen Infuser module can be used to stabilize the star. Higher mark or multiple modules may need to be used to keep the star stable indefinitely. This module only works from ships.

If you see it gathering energy at the end of the day, then it means it's working. If you can match or exceed the star degradation, you should see the stability go up each day. For best efficiency, park the ship at the first planet in the solar system

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« Reply #19 on: October 31, 2015, 12:00:14 PM »


How can you see the stabilize effect of Solar Hydrogen Infuser ??

Can the Infuser be placed on ships / stations / surface and still work ??


http://wiki.astro-galaxy.com/index.php?title=Star_stability

The Solar Hydrogen Infuser module can be used to stabilize the star. Higher mark or multiple modules may need to be used to keep the star stable indefinitely. This module only works from ships.

If you see it gathering energy at the end of the day, then it means it's working. If you can match or exceed the star degradation, you should see the stability go up each day. For best efficiency, park the ship at the first planet in the solar system



Thanks
I'll make a stabilizer ship.13
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« Reply #20 on: October 31, 2015, 01:48:36 PM »

Yeah, I can put a ship on 'picket-duty'...
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« Reply #21 on: November 01, 2015, 03:08:18 AM »

Why don't the Orbital Solar Collector place the produced energy directly to the cargo bay ??

I can't see why I have to go to each of my ships / Stations and unload the fuel, but if the cargo bay it's full, then is the fuel stored in the module..

This also apply for the Crematorium and Solar Hydrogen Infuser..
« Last Edit: November 01, 2015, 03:20:58 AM by NoBrain » Report to moderator   Logged

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« Reply #22 on: November 01, 2015, 03:15:05 PM »

Just a thought, but as Solar Infusers COST (or will cost) 20QP (or, $20,000,000), setting their "value" as $375,000 seems a bit of a cheat.
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« Reply #23 on: November 06, 2015, 10:02:21 PM »

I could be missing it, but ... the "new ship optimization "Solar Powered"" ... this doesn't seem to be available from the Optimization list at the SOL Shipyard. Are there pre-requisites, or is there another location ... or ... ? Thanks in advance -
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« Reply #24 on: November 07, 2015, 07:02:52 AM »

I could be missing it, but ... the "new ship optimization "Solar Powered"" ... this doesn't seem to be available from the Optimization list at the SOL Shipyard. Are there pre-requisites, or is there another location ... or ... ? Thanks in advance -

It's only available by buying the Experimental Titan (for 1500QP) from the Pledge/Donate/Completed page...
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« Reply #25 on: November 07, 2015, 10:22:39 AM »

I am not yet impressed by that particular optimization.

(edit -

6/6/2018 I am now. my seeker class ships are really developing death-rays)
« Last Edit: June 06, 2018, 02:25:07 PM by sargas » Report to moderator   Logged
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« Reply #26 on: November 08, 2015, 04:19:33 AM »

I wasn't at 750 QP old syle, much less at 1500 new style...
One of the worst RoI rates in the entire game.
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« Reply #27 on: November 21, 2015, 10:19:41 PM »

http://wiki.astro-galaxy.com/index.php?title=Star_stability

The Solar Hydrogen Infuser module can be used to stabilize the star. Higher mark or multiple modules may need to be used to keep the star stable indefinitely. This module only works from ships.

If you see it gathering energy at the end of the day, then it means it's working. If you can match or exceed the star degradation, you should see the stability go up each day. For best efficiency, park the ship at the first planet in the solar system

Hello SirEmi - when I first read the 'indefinitely' portion of your statement above, I'd assumed that it might be possible to keep a star from going critical - *ever* - with some certain base number of Infusers. However, data shows that the rate of decay *speeds up* each day ... so, adding more and more (or higher mark) Infusers only acts as a temporary stop-gap: they do nothing to influence downward that basic *rate* of decay, which continues to accelerate. I now take this to mean that entropy will always win, and every non-local star will always, eventually, go critical, despite our best efforts ... unless additional infusers are regularly added (and added, and added ... etc.). Can you confirm (or correct me) on this, please? Thank you -
« Last Edit: November 21, 2015, 11:34:53 PM by JimGalaxy » Report to moderator   Logged
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« Reply #28 on: November 22, 2015, 11:03:14 PM »

There's a maximum decay the star can have / day, (-50). From the calculations, about 16 mark I hydrogen infusers should keep a star running indefinitely...

http://wiki.astro-galaxy.com/index.php?title=Star_stability

The Solar Hydrogen Infuser module can be used to stabilize the star. Higher mark or multiple modules may need to be used to keep the star stable indefinitely. This module only works from ships.

If you see it gathering energy at the end of the day, then it means it's working. If you can match or exceed the star degradation, you should see the stability go up each day. For best efficiency, park the ship at the first planet in the solar system

Hello SirEmi - when I first read the 'indefinitely' portion of your statement above, I'd assumed that it might be possible to keep a star from going critical - *ever* - with some certain base number of Infusers. However, data shows that the rate of decay *speeds up* each day ... so, adding more and more (or higher mark) Infusers only acts as a temporary stop-gap: they do nothing to influence downward that basic *rate* of decay, which continues to accelerate. I now take this to mean that entropy will always win, and every non-local star will always, eventually, go critical, despite our best efforts ... unless additional infusers are regularly added (and added, and added ... etc.). Can you confirm (or correct me) on this, please? Thank you -
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« Reply #29 on: November 23, 2015, 06:32:44 AM »

There's a maximum decay the star can have / day, (-50). From the calculations, about 16 mark I hydrogen infusers should keep a star running indefinitely...

Is there also a "minimum" decay? I've had 5 infusers on a binary since day 3 and increased it to 10 on day 4 and the decay has been a CONSTANT -0.6...
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