Author Topic: Crew Shore Leave Question  (Read 2800 times)

0 Members and 1 Guest are viewing this topic.

Offline Bryan Swartz (OP)

  • Captain
  • **********
  • B
  • Posts: 454
  • Thanked: 10 times
Crew Shore Leave Question
« on: May 22, 2014, 01:08:41 PM »
I have a PDC on an uninhabitable body(Triton in this case).  It's marked as a colony, but still getting morale issues.  What conditions have to be present for Triton to be treated like, say, Luna which has 40-some million people and the 'crew months' counter stays at 0 there?  Does it need an actual population?
 

Offline NihilRex

  • Lieutenant
  • *******
  • N
  • Posts: 188
  • Thanked: 2 times
Re: Crew Shore Leave Question
« Reply #1 on: May 22, 2014, 01:29:47 PM »
10k population is necessary to count for shore leave.
 

Offline DuraniumCowboy

  • Warrant Officer, Class 1
  • *****
  • D
  • Posts: 88
  • Thanked: 7 times
Re: Crew Shore Leave Question
« Reply #2 on: May 22, 2014, 02:25:59 PM »
With less than that, I guess its the space age equivalent of pulling into Djibouti
 

Offline Barkhorn

  • Commodore
  • **********
  • B
  • Posts: 719
  • Thanked: 133 times
Re: Crew Shore Leave Question
« Reply #3 on: May 22, 2014, 02:30:27 PM »
You could also put a recreational module on the PDC.
 

Offline Black

  • Gold Supporter
  • Rear Admiral
  • *****
  • B
  • Posts: 868
  • Thanked: 218 times
  • Gold Supporter Gold Supporter : Support the forums with a Gold subscription
    2022 Supporter 2022 Supporter : Donate for 2022
    2023 Supporter 2023 Supporter : Donate for 2023
    2024 Supporter 2024 Supporter : Donate for 2024
Re: Crew Shore Leave Question
« Reply #4 on: May 22, 2014, 02:38:48 PM »
Unfortunately it is not possible to equip PDC with recreational module.

If you play latest version, you could use Underground Infrastructure to make small colony (3 UI should be enough).
« Last Edit: May 22, 2014, 02:42:03 PM by Black »
 

Offline Sharp

  • Warrant Officer, Class 2
  • ****
  • S
  • Posts: 51
Re: Crew Shore Leave Question
« Reply #5 on: May 22, 2014, 06:28:51 PM »
You can also send a ship with a recreational module onto the PDC-colony and that will increase morale as if it was on a populated colony. A floating space casino is all you really need
 

Offline Bryan Swartz (OP)

  • Captain
  • **********
  • B
  • Posts: 454
  • Thanked: 10 times
Re: Crew Shore Leave Question
« Reply #6 on: May 23, 2014, 12:00:25 AM »
So it sounds like the options are A) Orbital habitats or B) Recreational module? 
 

Offline NihilRex

  • Lieutenant
  • *******
  • N
  • Posts: 188
  • Thanked: 2 times
Re: Crew Shore Leave Question
« Reply #7 on: May 23, 2014, 03:54:06 AM »
C) Underground Infrastructure in 6.42
 

Offline Bryan Swartz (OP)

  • Captain
  • **********
  • B
  • Posts: 454
  • Thanked: 10 times
Re: Crew Shore Leave Question
« Reply #8 on: May 23, 2014, 06:14:46 AM »
Yeah, I have 6.2 so that's not really an option for me in this case :)
 

Offline Khift

  • Leading Rate
  • *
  • K
  • Posts: 8
Re: Crew Shore Leave Question
« Reply #9 on: May 27, 2014, 05:38:22 PM »
I'm having a similar issue, but even worse -- recreational facilities do not seem to be accomplishing anything at all.

Is there a limit to how many crew members each recreation facility can service?
 

Offline NihilRex

  • Lieutenant
  • *******
  • N
  • Posts: 188
  • Thanked: 2 times
Re: Crew Shore Leave Question
« Reply #10 on: May 27, 2014, 06:18:55 PM »
 

Offline Khift

  • Leading Rate
  • *
  • K
  • Posts: 8
Re: Crew Shore Leave Question
« Reply #11 on: May 27, 2014, 10:09:57 PM »
Yeah, it's doing absolutely nothing.   I suspected maybe it didn't count for the ship itself if it was beyond the casino ship's tour date so I redesigned them to have a 10 year deployment time but no difference at all with that.   I send out my mining fleet with a casino ship in the fleet and it gains deployment time like everything else.   Same difference if I split the casino ship off as its own task group.   I don't see any custom orders to give 'relief', either.   As far as I can tell, they're completely and utterly busted and nonfunctional. 
 

Offline PSI

  • Chief Petty Officer
  • ***
  • P
  • Posts: 34
Re: Crew Shore Leave Question
« Reply #12 on: May 27, 2014, 10:21:07 PM »
Hmm...I don't know if this would work, but have you tried sending the casino ship to a planet? It's possible that might be the problem.
 

Offline NihilRex

  • Lieutenant
  • *******
  • N
  • Posts: 188
  • Thanked: 2 times
Re: Crew Shore Leave Question
« Reply #13 on: May 28, 2014, 01:05:32 AM »
Yes - This has been mentioned in several threads recently, so I forgot to mention it here, sorry.

For a Rec module to work, you need to park it over a "colony" even if the colony is completely empty.
 

Offline Rich.h

  • Captain
  • **********
  • R
  • Posts: 555
  • Thanked: 55 times
Re: Crew Shore Leave Question
« Reply #14 on: May 28, 2014, 02:19:03 AM »
Does the recreation module effect the ship it is mounted on in addition to ones orbiting nearby? So is it possible to have a vessel that is able to stay in space for ever with regards to crew morale?