:X3: Online Complex Calculator version 2.5.5
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I'll check it out now. Hadn't noticed that.
My guess is that 300 is the new 200. Just as 400 is the new 450 for Akeelas Beacon.
EDIT:
Ok I just checked. The game lies. Aldrin has a 1:30 cycle time same as Akeelas beacon.
You should use the 450% value for the time being as that will give you the correct production values.
My guess is that 300 is the new 200. Just as 400 is the new 450 for Akeelas Beacon.
EDIT:
Ok I just checked. The game lies. Aldrin has a 1:30 cycle time same as Akeelas beacon.
You should use the 450% value for the time being as that will give you the correct production values.
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I am on MS IE 6.0.2900.2180.xpsp2DEADBEEF. wrote:Yeah zazie. As I said, firefox for some reason messes up the filling in of the yield field. That needs looking at.

Just checked with Chrome. Same wrong result .
@em3e3: There must be a set of all X3TC-station values available. DodaFu, the author of a Java-based Complex Calculator, mentionned that recently in a thread in the German forum.
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There probably is, but for the past month, I've been importing the T files (Tships, TWares*, etc) into a database, restructuring the data and making it understandable. Some of the formulas don't produce the same numbers as what are in the game, so ES must have changed how the values are calculated.
Updating the OCC is only the first step…
Updating the OCC is only the first step…

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Oh yeah, I fixed that in the TC version.
It was setting the all the input values with the last thing updated being the Qty value of the last station in the list. It wasn't then re-calculating the values until another input field was changed.
(Similar to how you click an input field to enter a number. It doesn't update until the field is deselected.)
Try the TC version, it should be fixed in that. I'm really just tinkering with it for my own use so I hope em3e3 doesn't mind.
I've uploaded an .odf spreadsheet of the station/wares stats I used here.
I made a couple of minor formatting changes when registering a new ware/factory so they can be added via a single line with no need to add their id to the global warez/factories array first.
Also added a 'group' field for future use: optgroups in the factory dropdown boxes and maybe categorizing the wares list at the bottom into food/tech/weapons/missiles/etc.
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Really, What should the actual production levels be?
As far as I can tell the predicted ore/silicon yields are equal in both versions, I've not changed any of those values so that should be the case.
How does this compare with plugging the same factory values into the original X3:R version.?
As far as I can tell the predicted ore/silicon yields are equal in both versions, I've not changed any of those values so that should be the case.
How does this compare with plugging the same factory values into the original X3:R version.?
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I keep playing with my new toy.... and had an idea for a suggestion :
What do you think of a new checkbox, near the "Leak" one, allowing you to simulate a product surplus that is not sold at all ?
ie : a weapon/shield factory closed loop, where you sell only e.cells, ore and silicon surplus, but keep the end products to equip your fleet.
What do you think of a new checkbox, near the "Leak" one, allowing you to simulate a product surplus that is not sold at all ?
ie : a weapon/shield factory closed loop, where you sell only e.cells, ore and silicon surplus, but keep the end products to equip your fleet.
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That's basically what the 'End Product' bit is for at the bottom I believe. Although you can currently only choose one item you want to keep, like you say it'd be handy to be able to state that you intend to keep all weapons/shields etc.
So, maybe it'd be more useful if things were changed around a bit so you can select multiple end products.
Oh yeah, I fixed the firefox yield bug in the TC version I've been fiddling with.
Also fixed the IE bug where you get an 'unknown runtime error' when trying to add new rows.
So, maybe it'd be more useful if things were changed around a bit so you can select multiple end products.
Oh yeah, I fixed the firefox yield bug in the TC version I've been fiddling with.
Also fixed the IE bug where you get an 'unknown runtime error' when trying to add new rows.
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No. As in X2 and unlike X3Reunion in X3TC the sectors have different yield of suns that affects the production rate of SPPs.
As an example: in LooManckStrat's Legacy (0%) a Solar Power Plant will produce the E-Cells much slower than in a regular sector (100%). Some sectors have 150 %, a few even higher solar yields.
Of course a faster production of the same amount of ECs means higher consumption of crystals too.
The exact values have been posted further up. Or check the OnlineComplexCalculator
As an example: in LooManckStrat's Legacy (0%) a Solar Power Plant will produce the E-Cells much slower than in a regular sector (100%). Some sectors have 150 %, a few even higher solar yields.
Of course a faster production of the same amount of ECs means higher consumption of crystals too.
The exact values have been posted further up. Or check the OnlineComplexCalculator
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Some presets for large/medium/small energy loops using the cheapest factories (although L mines) and lowest possible yield asteroids would be nice so you don't have to add all the same stations each time you want a self-sufficient complex.
"There's an old story about the person who wished his computer were as easy to use as his telephone. That wish has come true, since I no longer know how to use my telephone" — Bjarne Stroustrup
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The TC-adapted copy of this x3occ has kind of this function: you can copy the links at the bottom of the calculator in a list. If you make your basic set-up first ans save it you can always return to that basic setup for further change.
Very handy. <hint> em3e3, why not ask to copy it back into your occ
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Very handy. <hint> em3e3, why not ask to copy it back into your occ

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Thats a great idea. I dont do much with factories but am going to start and trying to figure out the best mix of factories for the basic loops has probably been done a million times. Also some basic good profit small complexes to get people started would also be very useful.NeverSnake wrote:Some presets for large/medium/small energy loops using the cheapest factories (although L mines) and lowest possible yield asteroids would be nice so you don't have to add all the same stations each time you want a self-sufficient complex.