Author Topic: Carrier Operations Problem  (Read 1816 times)

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Offline Dawa1147 (OP)

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Carrier Operations Problem
« on: June 19, 2020, 06:14:05 AM »
Hi all,
so I've been building Carriers and Fighters as my main Fleet, and now that training them is done I am trying to assign the fighters to them.
However, one of my Carriers cannot accept all of the fighters that the class can: when I give the Fighter Fleet the order to land and assign, only 62 out of 70 do. 
Now this carrier has 45kt of Hangar Soace, and 70 Fighters only take up 35kt, so I suspect something else is blocking them.  The problem: Ive got no damn clue what. 
The Naval Organisation window only shows ordenance on carriers (not even fighters), and Ive gone through every single fleet and checked every ship, but Im dumbfounded.
Does anybody have clues, tips or ideas what to do?
 

Offline Droll

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Re: Carrier Operations Problem
« Reply #1 on: June 19, 2020, 06:39:55 AM »
How much space does each fighter take? Go to class design, empty the strike group then fill it in again, can you still fit all 70 in the class screen when you redo it?
 

Offline Jorgen_CAB

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Re: Carrier Operations Problem
« Reply #2 on: June 19, 2020, 06:55:44 AM »
Hi all,
so I've been building Carriers and Fighters as my main Fleet, and now that training them is done I am trying to assign the fighters to them.
However, one of my Carriers cannot accept all of the fighters that the class can: when I give the Fighter Fleet the order to land and assign, only 62 out of 70 do. 
Now this carrier has 45kt of Hangar Soace, and 70 Fighters only take up 35kt, so I suspect something else is blocking them.  The problem: Ive got no damn clue what. 
The Naval Organisation window only shows ordenance on carriers (not even fighters), and Ive gone through every single fleet and checked every ship, but Im dumbfounded.
Does anybody have clues, tips or ideas what to do?

Copy and paste the design of both the carrier and the fighter here... perhaps we can spot some anomaly in the design that causes it.
 

Offline liveware

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Re: Carrier Operations Problem
« Reply #3 on: June 19, 2020, 11:18:26 AM »
Double check your fighter sizes also. It's possible I think to design a size '500' fighter that is actually size 500.000001, which would mess up your hangar capacity math.
Open the pod-bay doors HAL...
 

Offline Droll

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Re: Carrier Operations Problem
« Reply #4 on: June 19, 2020, 11:42:17 AM »
Double check your fighter sizes also. It's possible I think to design a size '500' fighter that is actually size 500.000001, which would mess up your hangar capacity math.

In this case it still wouldnt make sense 70x500 is 35000 tons so he should have 10k spare.
 

Offline liveware

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Re: Carrier Operations Problem
« Reply #5 on: June 19, 2020, 11:54:38 AM »
True.
Open the pod-bay doors HAL...
 

Offline liveware

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Re: Carrier Operations Problem
« Reply #6 on: June 19, 2020, 11:58:10 AM »
I'd go back and triple check that you don't have something landed on the carrier that you didn't intend. Unfortunately I don't think there is a way to tell what is landed on a particular carrier without manually searching through all of your parasites.
Open the pod-bay doors HAL...
 

Offline Dawa1147 (OP)

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Re: Carrier Operations Problem
« Reply #7 on: June 20, 2020, 04:54:32 AM »
Off-Topic: show

Thunder Mk2 class Carrier      90.000 tons       1.237 Crew       8.734 BP       TCS 1.800    TH 5.000    EM 2.550
2777 km/s      Armour 3-178       Shields 85-425       HTK 377      Sensors 0/0/0/0      DCR 36      PPV 0
Maint Life 0,95 Years     MSP 3.403    AFR 1800%    IFR 25,0%    1YR 3.586    5YR 53.794    Max Repair 818,26 MSP
Hangar Deck Capacity 45.000 tons     Magazine 3.003   
Sergeant     Control Rating 4   BRG   AUX   ENG   PFC   
Intended Deployment Time: 9 months    Flight Crew Berths 900    Morale Check Required   

C 1000 Internal Confinement (5)    Power 5000    Fuel Use 2,80%    Signature 1000    Explosion 5%
Fuel Capacity 501.000 Litres    Range 35,8 billion km (149 days at full power)
Epsilon 20HS / 85HP / 0,2/s (1)     Recharge Time 425 seconds (0,2 per second)

ASM 60-100 16mkm Mk1 (10)    Speed: 67.000 km/s    End: 4m     Range: 16m km    WH: 100    Size: 60    TH: 670/402/201
AMM 25k 1,15mkm Mk1 (200)    Speed: 62.400 km/s    End: 0,3m     Range: 1,1m km    WH: 1    Size: 1    TH: 832/499/249
ASM 6-16 10mkm Mk1 (350)    Speed: 52.767 km/s    End: 3,2m     Range: 10,1m km    WH: 16    Size: 6    TH: 510/306/153

AMS 0,1 0,9mkm (1)     GPS 3     Range 2,7m km    MCR 240,3k km    Resolution 1
ASS 0,1 12mkm (1)     GPS 280     Range 12,4m km    Resolution 100

Strike Group
70x Lightning Fighter-bomber   Speed: 12524 km/s    Size: 9,98
10x Eschatologist Bomber   Speed: 12810 km/s    Size: 9,99
10x Stalker Fighter-Scout   Speed: 12810 km/s    Size: 9,99

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Military Vessel for maintenance purposes



TL;DR: 45.000t of Hangar Space, all Fighters are 500t

 

Offline Migi

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Re: Carrier Operations Problem
« Reply #8 on: June 20, 2020, 08:58:20 AM »
Based on your post it seems likely that your system is set to use a comma as the decimal separator. As per the Known Issues post.
Quote
Restrictions (these are things that will not change)

    you will need to change your decimal separator to a period, rather than a comma
 

Offline Dawa1147 (OP)

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Re: Carrier Operations Problem
« Reply #9 on: June 20, 2020, 10:10:16 AM »
Based on your post it seems likely that your system is set to use a comma as the decimal separator. As per the Known Issues post.
Quote
Restrictions (these are things that will not change)

    you will need to change your decimal separator to a period, rather than a comma

Pretty sure its not that, since
-My other Carrier has 70 Fighters plus other stuff
-How the Math would work out that 62x500t works but 70x500t not
 

Offline Jorgen_CAB

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Re: Carrier Operations Problem
« Reply #10 on: June 20, 2020, 11:10:15 AM »
If you post your DB we could take a look and see what the problem is if you can't find it... I'm pretty sure you are just missing something. If you checked everything said in this thread so far that might be the only way to solve it quickly enough for you.
« Last Edit: June 20, 2020, 12:55:23 PM by Jorgen_CAB »
 

Offline Dawa1147 (OP)

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Re: Carrier Operations Problem
« Reply #11 on: June 21, 2020, 03:23:34 PM »
Alright, after some testing, it turned out there were ships assigned to that carrier, but they werent shown as such (with the brackets and the name of the mothership).

In the meantime, I figured out a decent way to know what is on a carrier: make a new fleet, and move the mothership (and only the mothership) there. The parasites will follow.
 

Offline Droll

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Re: Carrier Operations Problem
« Reply #12 on: June 21, 2020, 04:14:20 PM »
Alright, after some testing, it turned out there were ships assigned to that carrier, but they werent shown as such (with the brackets and the name of the mothership).

In the meantime, I figured out a decent way to know what is on a carrier: make a new fleet, and move the mothership (and only the mothership) there. The parasites will follow.

I think a "unassign/clear parasites" command for fleets that have carriers might be a useful addition to alleviate stuff like this.
 

Offline liveware

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Re: Carrier Operations Problem
« Reply #13 on: June 21, 2020, 05:28:09 PM »
Alright, after some testing, it turned out there were ships assigned to that carrier, but they werent shown as such (with the brackets and the name of the mothership).

In the meantime, I figured out a decent way to know what is on a carrier: make a new fleet, and move the mothership (and only the mothership) there. The parasites will follow.

I think a "unassign/clear parasites" command for fleets that have carriers might be a useful addition to alleviate stuff like this.

Detaching the mothership from whatever fleet it is assigned to should also separate parasites from non-parasites.
Open the pod-bay doors HAL...