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Posted by: TMaekler
« on: October 03, 2016, 05:05:41 PM »

The metagame reason is that this is intended to let us make proper repair ships, which will need to be civilian.  If you let big ships reload their launchers in the field, it might well make box launchers too powerful.
But IRL, almost all warships these days are built at civilian-owned yards, and a lot of refits take place there, too.  The USS Cole was repaired in Pascagoula, Mississippi, a civilian yard.
Yep, I see... good point.
Posted by: bean
« on: October 03, 2016, 02:42:53 PM »

I would do it the other way around. For repairs you need the trained military specialist crew; but reloading should be possible (on a second thought, does that not also need a specially trained crew?. Maybe it is best that both cannot be done on the civs).
The metagame reason is that this is intended to let us make proper repair ships, which will need to be civilian.  If you let big ships reload their launchers in the field, it might well make box launchers too powerful.
But IRL, almost all warships these days are built at civilian-owned yards, and a lot of refits take place there, too.  The USS Cole was repaired in Pascagoula, Mississippi, a civilian yard.
Posted by: 83athom
« on: October 03, 2016, 07:15:34 AM »

I would do it the other way around. For repairs you need the trained military specialist crew; but reloading should be possible (on a second thought, does that not also need a specially trained crew?. Maybe it is best that both cannot be done on the civs).
You do realize that even military ships are built with civilian contracting? So those same civilian contractors should be able to repair what they built. And yes reloading does take trained military personnel, or else the ordinance may go boom.
Posted by: TMaekler
« on: October 03, 2016, 03:54:08 AM »

Also, they can be used to repair ships but not to reload them.
I would do it the other way around. For repairs you need the trained military specialist crew; but reloading should be possible (on a second thought, does that not also need a specially trained crew?. Maybe it is best that both cannot be done on the civs).
Posted by: alex_brunius
« on: February 12, 2016, 04:34:55 AM »

I'm personally of the opinion that commercial hangars should only be able to transport "mothballed" ships (such that it would be a ship with all ordnance, crew, and fuel removed, and would require industry/shipyard tasks to mothball or de-mothball), but I understand that maybe not everyone shares that opinion.

A maybe easier approach or way to model this would be that commercial hangars can't launch ships when moving and have a 1-day delay enforced on launches after stopping movement. This means that stationary deep space hangars work fine, but prevent you to use them like Carriers.

Or have them re-use the load time delay transport ships have so they need working cargo handling systems to determine time to load/launch military stuff.
Posted by: ardem
« on: February 11, 2016, 07:21:01 PM »

The commercial hangar bay is mainly for repairs. However, I have had fighters sat in orbit for months waiting for a carrier with no maintenance and not had any failures. Although they have no engineering spaces, their chance of failure is very low due to their small size. For example, here is the relevant portion of the US fighter from my current campaign:

F-40 Starfury class Fighter    300 tons     2 Crew     53.4 BP      TCS 5.99  TH 42  EM 0
7011 km/s     Armour 1-3     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 2.25
Maint Life 0 Years     MSP 0    AFR 59%    IFR 0.8%    1YR 3    5YR 43    Max Repair 13 MSP
Intended Deployment Time: 0.5 months    Spare Berths 0   

The class AFR is 59% per year and that is the rate when the fighter has already been in space for a full year (it starts at 0% and will get to 59% after one year of deployment and continue getting higher after that). A fighter with a low deployment clock will have very little chance of failure. A 3 month trip aboard an auxiliary carrier would be very low risk.

Thanks for the extra info I would look into that. Right now I have some 1000ton FAC's that are chewing maintenance every five days cause they outside there overhaul allotment, which was 2 years. I not tested fighter to the n degree because I always have a PDC or Carrier for them to be in before I build them
Posted by: iceball3
« on: February 11, 2016, 09:16:00 AM »

Unfortunately, maintenance modules don't work on fighters :)
Maintenance module, giving maint to a series of "hangar shells" which are ships with no engines or anything, just military hangars, with nested fighters inside?
I'm personally of the opinion that commercial hangars should only be able to transport "mothballed" ships (such that it would be a ship with all ordnance, crew, and fuel removed, and would require industry/shipyard tasks to mothball or de-mothball), but I understand that maybe not everyone shares that opinion.
Posted by: Steve Walmsley
« on: February 11, 2016, 08:06:31 AM »

Or even just putting 1-3 maintenance modules on the carrier. That would make it so fighters would, you know, not explode when you don't want them to.

Unfortunately, maintenance modules don't work on fighters :)


Posted by: 83athom
« on: February 11, 2016, 06:29:03 AM »

Or even just putting 1-3 maintenance modules on the carrier. That would make it so fighters would, you know, not explode when you don't want them to.
Posted by: Iranon
« on: February 11, 2016, 04:51:52 AM »

@ ardem:
Or just put an engineering space on your fighters, by the time their maintenance life is a concern they may be obsolescent anyway.
Whether you treat them as disposable or shove them into a PDC hangar after a few years... much less hassle than having to overhaul the carrier.
Posted by: Steve Walmsley
« on: February 11, 2016, 03:42:06 AM »

I cannot see how commercial hangar are going to be useful, say you want to transport 20 fighters 4 systems away and the transport take 2 months to get there, your fighters are aimed at 1 month deployments, and maintenance at a bare minimum. Because you extract speed out of it. The fighter engine or what is going to blow up even get to the destination, after runnign out of parts. Even if you do have a module since fighters have short engineering bays, it be drawing part every a day or 5 day cycle, you run out of parts on your 20 fighter very fast.

Unless Maintenance is stopped the commercial hangars are useless for transport.  I would of love to see comm hangars the same as military hangar except you cannot launch fighters unless around colony orbit.

The commercial hangar bay is mainly for repairs. However, I have had fighters sat in orbit for months waiting for a carrier with no maintenance and not had any failures. Although they have no engineering spaces, their chance of failure is very low due to their small size. For example, here is the relevant portion of the US fighter from my current campaign:

F-40 Starfury class Fighter    300 tons     2 Crew     53.4 BP      TCS 5.99  TH 42  EM 0
7011 km/s     Armour 1-3     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 2.25
Maint Life 0 Years     MSP 0    AFR 59%    IFR 0.8%    1YR 3    5YR 43    Max Repair 13 MSP
Intended Deployment Time: 0.5 months    Spare Berths 0   

The class AFR is 59% per year and that is the rate when the fighter has already been in space for a full year (it starts at 0% and will get to 59% after one year of deployment and continue getting higher after that). A fighter with a low deployment clock will have very little chance of failure. A 3 month trip aboard an auxiliary carrier would be very low risk.
Posted by: ardem
« on: February 10, 2016, 11:41:25 PM »

As I mentioned, commercial hangars do not provide maintenance so warships are no better off than before. Auxiliary carriers as a replacement for regular carriers won't work because your fighters will blow up through lack of maintenance, although you might use an auxiliary carrier for a short transfer run to a normal carrier.

The changes mean you can have forward-deployed repair ships that don't cost far more than the warships they are intended to repair, which is much more similar to the real world. We don't currently use the USS Nimitz as a repair dock for example.

You can also have maintenance facilities in planetless systems, which adds an extra dimension but doesn't strike me as game breaking.

I cannot see how commercial hangar are going to be useful, say you want to transport 20 fighters 4 systems away and the transport take 2 months to get there, your fighters are aimed at 1 month deployments, and maintenance at a bare minimum. Because you extract speed out of it. The fighter engine or what is going to blow up even get to the destination, after runnign out of parts. Even if you do have a module since fighters have short engineering bays, it be drawing part every a day or 5 day cycle, you run out of parts on your 20 fighter very fast.

Unless Maintenance is stopped the commercial hangars are useless for transport.  I would of love to see comm hangars the same as military hangar except you cannot launch fighters unless around colony orbit.
Posted by: Iranon
« on: February 10, 2016, 02:10:56 PM »

Regarding auxiliary carriers - unless I'm gravely misunderstanding something, there's a world of difference whether the carrier has to worry about maintenance or the fighters do.
If relevant, fighters respond very well to engineering spaces, several years of maintenance life is surprisingly cheap. Instead of overhauls, we can simply exchange fighter complements between a civilian and military hangar.

Regarding box launchers on full-sized ships - they have their limitations but one overwhelming alpha strike followed by beam-based cleanup can work quite well from my experience.
Box and full-size are already my most frequently chosen options.
Posted by: Steve Walmsley
« on: February 10, 2016, 12:54:10 PM »

Would it be possible to have them reload at, say, maintenance facility rates?  I ask because at the moment it's practically impossible to use box launchers on larger ships because of reload considerations.  I admit that my various attempts to do so failed for other reasons, too, but it would be nice to have it as an option.

Because of the advantages of large salvo densities, I prefer to leave the logistical constraints of box launchers as they are now. Otherwise it is an easy decision to select box launchers.
Posted by: bean
« on: February 10, 2016, 12:47:00 PM »

You can't reload box launchers in civilian hangars.

Not sure on nesting. I have never written any specific code for carrier in carrier but there are bug reports in this area. I need to do some testing.
Would it be possible to have them reload at, say, maintenance facility rates?  I ask because at the moment it's practically impossible to use box launchers on larger ships because of reload considerations.  I admit that my various attempts to do so failed for other reasons, too, but it would be nice to have it as an option.