What's the most up to date station calculator?

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Raptor34
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What's the most up to date station calculator?

Post by Raptor34 »

http://www.x4-game.com/#/station-calculator
Is this one still the best? It's not updated though afaik nothing new has came out anyway, excepting the new spire habitats but I don't feel that matters too much.
Looking for browser based ones btw. Not looking to download anything.
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Duncaroos
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Re: What's the most up to date station calculator?

Post by Duncaroos »

Raptor34 wrote: Wed, 27. Nov 24, 14:13 Looking for browser based ones btw. Not looking to download anything.
*cries a little*

I don't know of any browser-based station calculators beside what you posted, which has a list of open issues. Only economy issue I know of is scrap economy and bonuses are based on units/hr and not units/cycle, but the error is pretty much minimal.

Any reason you don't want to download say....a spreadsheet? :roll:
Last edited by Duncaroos on Wed, 27. Nov 24, 15:10, edited 1 time in total.
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Raptor34
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Re: What's the most up to date station calculator?

Post by Raptor34 »

I'm not building enough for that imo, nor do I care to. I just want something simple to balance my production.
For example, I don't want to tag on a couple SPPs and then still need to import more ECs. Stupid things like that.
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Duncaroos
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Re: What's the most up to date station calculator?

Post by Duncaroos »

Totally fair! I added my knowledge to the current browser tool in my initial reply. It's great for single stations / quick calculation so it is the top pick one, just has a few things to look out for
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zakaluka
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Re: What's the most up to date station calculator?

Post by zakaluka »

The x4-game calculator did get an update in 7.0, fixed some bugs including workforce efficiency. There are some things that don't work perfectly but it gets you close for most things that aren't scrap.
Last edited by zakaluka on Wed, 27. Nov 24, 15:54, edited 1 time in total.
Raptor34
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Re: What's the most up to date station calculator?

Post by Raptor34 »

So other than scrap it basically works right? I generally don't rely on scrap, I use it, but I haven't yet made something integrated that relies on it.
zakaluka wrote: Wed, 27. Nov 24, 15:52 The x4-game calculator did get an update in 7.0, fixed some bugs including workforce efficiency. There are some things that don't work perfectly but it gets you close.
As long as it doesn't tell me I'm producing enough when I'm not I don't mind. Better more than less, I'm not chasing total efficiency. Like I just added a bunch SPP to my MRE factory just to make it symmetrical.
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Re: What's the most up to date station calculator?

Post by zakaluka »

One of the open issues describes rounding errors in an intermediate calculation, which could make totals just a little imperfect. Another open issue relates to teladi specific production modules. But yeah mostly scrap.
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Duncaroos
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Re: What's the most up to date station calculator?

Post by Duncaroos »

zakaluka wrote: Wed, 27. Nov 24, 15:56 One of the open issues describes rounding errors in an intermediate calculation, which could make totals just a little imperfect. Another open issue relates to teladi specific production modules. But yeah mostly scrap.
It's the per cycle vs per hour calc, and really only affects productions with habitation modules. Egosoft picked cycle lengths that nicely for into hourly production rates, so the website doing per hour calculation is fine for the most part. Once you get into workforce/energy bonuses, you may encounter mass balance issues if you aren't careful

If you autofill a production station without habitats first, adding habitats will not cause you to become unbalanced. If you put habitats to optimize the number of production modules, but the population on the station is not at the optimum, there may be times that you are not producing enough inputs for your next production step. I believe there is a slider for the workforce so that you can check this without doing anything, and it is temporary until your station workforce builds
Last edited by Duncaroos on Thu, 28. Nov 24, 00:17, edited 1 time in total.
Playing X4+All_DLC on:
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Raptor34
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Re: What's the most up to date station calculator?

Post by Raptor34 »

Duncaroos wrote: Wed, 27. Nov 24, 23:53
zakaluka wrote: Wed, 27. Nov 24, 15:56 One of the open issues describes rounding errors in an intermediate calculation, which could make totals just a little imperfect. Another open issue relates to teladi specific production modules. But yeah mostly scrap.
It's the per cycle vs per hour calc, and really only affects productions with habitation modules. Egosoft picked cycle lengths that nicely for into hourly production rates, so the website doing per hour calculation is fine for the most part. Once you get into workforce/energy bonuses, you may encounter mass balance issues if you aren't careful

If you autofill a production station without habitats first, adding habitats will not cause you to become unbalanced. If you put habitats to optimize the number of production modules, but the population on the station is not at the optimum, there may be times that you are not producing enough inputs for your next production step. I believe there is a slider for the workforce so that you can check this without doing anything. Extravagant
Ah, so basically if you try to auto-optimize it might or might not break. That's fine then, I manually throw in all the modules. Since I don't do these often, and also last time I was on a building spree I didn't know auto-optimize existed, I enter them manually.
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Duncaroos
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Re: What's the most up to date station calculator?

Post by Duncaroos »

Ya put them all in to minimize production modules, will save the FPS in your save. The temporary mass balance misalignment will be temporary until your bonuses work up to what you get in the station calc.
Playing X4+All_DLC on:
CPU: Ryzen 5 5600X; RAM: 4x8GB DDR4 3200MHz; GPU: GTX 1070 8GB, Driver v536.23, DirectX 12.0; OS: Win10 Home 22H2 (19045.4780); Monitor: Single Acer S232HL 1920x1080

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