HullMassScaleMod

Hi modders,

does anybody know what HullMassScaleMod in ShipComponentDefs.xml means exactly?

I checked that for Lasers: HullMassScaleMod has two ValueParams, one 10 and one 0.01. I assumed the first one refers to the standard mass of a laser component for a certain hull size and the second ValueParam modifies that somehow according to hull size. But when I checked in my current game (1.9, Torians) Lasers have always a mass of 9, no matter which hull size (tiny, small medium, not more researched yet) I use. On top of that I cannot find a tech that modifies beam weapon mass so I cannot really tell whether the mass of 9 has something to do with the ValueParam 10 of HullMassScaleMod.

Can anybody shed some light on this issue?

6,809 views 5 replies
Reply #1 Top

The way it's supposed to work is that the hull capacity required by a component is [first value] + [total hull capacity] * [second value]. Note, however, that this is then multiplied by the component capacity reductions you can get from technologies.

One of the first specializations you can get in the weapons branch of the military tree is a 10% reduction in the capacity requirement of all weapons components, and there are additional 20% reductions in capacity requirement available in each weapon family right after the first component unlock specific to that sub-branch; capacity requirement reductions stack additively with one another, so if you have a 10% and a 20% reduction the net effect is a 30% reduction, not a 28% reduction.

If you have the 10% capacity requirement reduction from the first weapons specialization tech and you do not have any direct hull capacity bonuses, then the capacity required for a Laser component with 10 and 0.01 for its HullMassScaleMod ValueParams will require 0.9 * (10 + 0.01 * 25) = 9.225 capacity on a Tiny hull, 9.45 capacity on a Small hull, 9.675 capacity on a Medium hull, 9.9 capacity on a Large hull, and 11.25 capacity on a Huge hull. If you have a 10% hull capacity bonus, the requirements will be 9.2475 on a Tiny, 9.495 on a Small, 9.7425 on a Medium, 9.99 on a Large, and 11.475 on a Huge hull. If you have the 10% and the first 20% capacity requirement reductions and a 10% bonus to hull capacity, those numbers become 7.1925, 7.385, 7.5775, 7.77, and 8.925 for Tiny, Small, Medium, Large, and Huge hulls respectively. Note that the hull capacity required by a component is for some reason rounded or truncated to an integer in the component browser in the ship design screen while the unrounded value is used to compute total hull capacity used.

Reply #2 Top

Ok, thanks for that comprehensive answer :)

You say "the way it's supposed to work" - does that mean it actually doesn't work like this?

Reply #3 Top

Quoting lyssailcor, reply 2

You say "the way it's supposed to work" - does that mean it actually doesn't work like this?
End of lyssailcor's quote

I believe it does work; at any rate, it did the last time I played, though that was a while ago.

Reply #4 Top

Quoting joeball123, reply 3


Quoting lyssailcor,

You say "the way it's supposed to work" - does that mean it actually doesn't work like this?



I believe it does work; at any rate, it did the last time I played, though that was a while ago.

End of joeball123's quote

Ok, thanks again, I will check it. I already altered the laser definition to the values 8 / 0.1, but I suppose I have to start a new game to see an effect.

Reply #5 Top

I checked it now with my new Laser definition, it works like joeball123 described, although you see only the first value as "Beam Weapon Mass" in the tooltip when moving the mouse over the component on the left side, and only when you place the component on the ship in Equip mode the calculated value is deducted from the remaining space.