private bool AtLeastOneBetterManeuver(float remainingSpace)
{
if (_shipDesign.ManeuverSpeed == _shipDesign.Engine.Key.Technology.ManeuverSpeed)
{
//Already at best maneuver speed
return false;
}
int powerRequired = 2; //This is the small size's power requirement
switch (_shipDesign.Size)
{
case Ship.MEDIUM:
powerRequired = 15;
break;
case Ship.LARGE:
powerRequired = 100;
break;
case Ship.HUGE:
powerRequired = 700;
break;
}
float spaceRequired = (_shipDesign.ManeuverSpeed + 1) * powerRequired * _spacePerPower;
return spaceRequired <= remainingSpace;
}