private float GetEngineMass(ShipHullCategory hullCat) { return hullCat.Mass(); }
/// <summary> /// Gets the power generated by the STL engines when operating at Full capability. /// </summary> /// <param name="hull">The ship hull.</param> /// <returns></returns> private float GetFullStlPropulsionPower(ShipHullCategory hullCat) { float fastestFullFtlSpeedTgt = TempGameValues.__TargetFtlOpenSpaceFullSpeed; // 40F float slowestFullFtlSpeedTgt = fastestFullFtlSpeedTgt * 0.75F; // this way, the slowest Speed.OneThird speed >= Speed.Slow float fullFtlSpeedTgt = UnityEngine.Random.Range(slowestFullFtlSpeedTgt, fastestFullFtlSpeedTgt); float hullMass = hullCat.Mass(); // most but not all of the mass of the ship float hullOpenSpaceDrag = hullCat.Drag(); float reqdFullFtlPower = GameUtility.CalculateReqdPropulsionPower(fullFtlSpeedTgt, hullMass, hullOpenSpaceDrag); return reqdFullFtlPower / TempGameValues.__StlToFtlPropulsionPowerFactor; }
private ShipHullStat CreateElementHullStat(ShipHullCategory hullCat, string elementName) { float hullMass = hullCat.Mass(); float drag = hullCat.Drag(); float science = hullCat.Science(); float culture = hullCat.Culture(); float income = hullCat.Income(); float expense = hullCat.Expense(); Vector3 hullDimensions = hullCat.Dimensions(); return new ShipHullStat(hullCat, elementName, AtlasID.MyGui, TempGameValues.AnImageFilename, "Description...", 0F, hullMass, drag, 0F, expense, 50F, new DamageStrength(2F, 2F, 2F), hullDimensions, science, culture, income); }