Author Topic: Deployment clock not winding down at outpost (and also a resupply issue)  (Read 1279 times)

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Offline Graymane (OP)

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I have a space station with a recreational module installed orbiting Saturn.  I also have a fleet of 4 patrol craft orbiting as well.  Finally, I have a tender to handle maint and refueling also Orbiting.  The 4 patrol craft have a deployment time that keeps going up.  The 3 groups are in separate fleets.

EDIT:  Additionally, I just noticed that when I send a resupply craft to the Tender below with a join and resupply command, it doesn't.  The fleets merge but no MSP are being transferred.  What am I doing wrong?  Both the tender and resupply ship are set as collier, supply ship, and tender.

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Belgarath class Resupply Base      314,886 tons       1,737 Crew       7,730.6 BP       TCS 6,298    TH 0    EM 0
1 km/s      No Armour       Shields 0-0     HTK 208      Sensors 0/0/0/0      DCR 1      PPV 0
MSP 2,015    Max Repair 2400 MSP
Magazine 1,000    Cargo 25,000    Cargo Shuttle Multiplier 10   
Lieutenant Commander    Control Rating 1   BRG   
Intended Deployment Time: 3 months   
Recreational Facilities
Fuel Harvester: 10 modules producing 560,000 litres per annum
Maintenance Modules: 10 module(s) capable of supporting ships of 16,000 tons
Refuelling Hub - Capable of refuelling multiple ships simultaneously

Fuel Capacity 2,000,000 Litres    Range N/A

Ordnance Transfer Rate: 48 MSP per hour     Complete Transfer 20.8 hours
This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as a Space Station for construction purposes

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Tribal Tender class FAC Tender      100,000 tons       992 Crew       3,987 BP       TCS 2,000    TH 5,625    EM 0
2812 km/s      Armour 1-191       Shields 0-0       HTK 192      Sensors 0/0/0/0      DCR 1      PPV 0
MSP 2,024    Max Repair 200 MSP
Cargo Shuttle Multiplier 2   
Lieutenant Commander    Control Rating 1   BRG   
Intended Deployment Time: 3 months   
Maintenance Modules: 10 module(s) capable of supporting ships of 16,000 tons

Holden-French Commercial Ion Drive  EP375.00 (15)    Power 5625    Fuel Use 4.33%    Signature 375    Explosion 5%
Fuel Capacity 1,020,000 Litres    Range 42.4 billion km (174 days at full power)
Refuelling Capability: 80,000 litres per hour     Complete Refuel 12 hours

This design is classed as a Commercial Vessel for maintenance purposes

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Tribal class Patrol Craft      3,000 tons       116 Crew       663.2 BP       TCS 60    TH 480    EM 0
8001 km/s      Armour 2-18       Shields 0-0       HTK 25      Sensors 0/0/0/0      DCR 1      PPV 20.6
Maint Life 1.78 Years     MSP 138    AFR 72%    IFR 1.0%    1YR 54    5YR 806    Max Repair 120.00 MSP
Commander    Control Rating 1   BRG   
Intended Deployment Time: 1 months    Morale Check Required   

Ellis-Sharpe Ion Drive  EP240.00 (2)    Power 480.0    Fuel Use 346.41%    Signature 240.00    Explosion 20%
Fuel Capacity 168,000 Litres    Range 2.9 billion km (4 days at full power)

Brady Weapon Systems Twin Nixon Armaments 12cm C4 Ultraviolet Laser Turret (2x2)    Range 128,000km     TS: 16000 km/s     Power 8-8     RM 40,000 km    ROF 5       
Woods Electronics Beam Fire Control R128-TS16000 (1)     Max Range: 128,000 km   TS: 16,000 km/s     92 84 77 69 61 53 45 38 30 22
Hunt Drive Systems Gas-Cooled Fast Reactor R8 (2)     Total Power Output 16.6    Exp 5%

Woods Electronics Active Search Sensor AS18-R10 (1)     GPS 210     Range 18.5m km    Resolution 10

This design is classed as a Military Vessel for maintenance purposes

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Bandelier class Replenishment Ship      50,000 tons       418 Crew       1,565.6 BP       TCS 1,000    TH 2,600    EM 0
2600 km/s      Armour 1-120       Shields 0-0       HTK 119      Sensors 0/0/0/0      DCR 1      PPV 0
MSP 8,019    Max Repair 100 MSP
Magazine 2,000    Cargo 5,000    Cargo Shuttle Multiplier 12    Tractor Beam     
Lieutenant Commander    Control Rating 1   BRG   
Intended Deployment Time: 3 months   

Holden-French Commercial Ion Drive  EP200.00 (13)    Power 2600    Fuel Use 3.04%    Signature 200    Explosion 4%
Fuel Capacity 2,039,000 Litres    Range 241.8 billion km (1076 days at full power)
Refuelling Capability: 80,000 litres per hour     Complete Refuel 25 hours

Ordnance Transfer Rate: 64 MSP per hour     Complete Transfer 31.3 hours
This design is classed as a Commercial Vessel for maintenance purposes
« Last Edit: May 21, 2020, 06:50:49 PM by Graymane »
 

Offline consiefe

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Re: Deployment clock not winding down at outpost
« Reply #1 on: May 21, 2020, 06:37:55 PM »
In defination, rec module or population of at least 50k (I might be wrong) is enough for rec purposes. It should support as many fleet as possible.
 

Offline consiefe

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They look OK. MSP, ordnance and fuel all takes time to transfer. If you set MSP transfer ships as supply ships, I don't  see any reason for not transfering.
 

Offline SpikeTheHobbitMage

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Re: Deployment clock not winding down at outpost
« Reply #3 on: May 21, 2020, 07:36:40 PM »
In defination, rec module or population of at least 50k (I might be wrong) is enough for rec purposes. It should support as many fleet as possible.
The entire point of the recreation module is that it doesn't need population or even a colony.  They were bugged in VB, though that particular bug shouldn't apply here since they are in the same hull as some sorium harvesters.  I'm betting either co-located fleets or space stations are bugged this time.

@Graymane Does moving the patrol craft into a subfleet base fleet fix it?  If not, does merging them into the base fleet?  Whether it does or not, this is a bug and should be reported.
 

Offline skoormit

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I have a space station with a recreational module installed orbiting Saturn.  I also have a fleet of 4 patrol craft orbiting as well.  Finally, I have a tender to handle maint and refueling also Orbiting.  The 4 patrol craft have a deployment time that keeps going up.  The 3 groups are in separate fleets.

Do you have a colony at Saturn, with less than 50k pop?

If so, this is probably a variant of the known bug regarding orbital installations. The game is ignoring them when present at an existing colony, and is only using the colony's capabilities.
 

Offline Graymane (OP)

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So I brought everything back to earth to refit and refill then sent them all back to Saturn.  The deployment clock is now working.  I'll chalk it up to me not doing something right.  I also have the same configuration with different ships around Venus and that is working.

The other problem with resupply is still there.  I can't get supplies onto those ships other than if there are is colony under them.
 

Offline SpikeTheHobbitMage

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Do you have a colony at Saturn, with less than 50k pop?

If so, this is probably a variant of the known bug regarding orbital installations. The game is ignoring them when present at an existing colony, and is only using the colony's capabilities.
Saturn is a gas giant so it can't be colonized.

So I brought everything back to earth to refit and refill then sent them all back to Saturn.  The deployment clock is now working.  I'll chalk it up to me not doing something right.  I also have the same configuration with different ships around Venus and that is working.

The other problem with resupply is still there.  I can't get supplies onto those ships other than if there are is colony under them.
That still looks like a bug.  If you still have a save that shows the problem then Steve might want to take a look at it.
 

Offline Graymane (OP)

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I believe I have a save, I've resupplied them by flying them back to earth and back.  If the problem is still there, I'll post something in the bug thread.
 

Offline Father Tim

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Don't "Orbit". . . "Move to"
 
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