Author Topic: Transit Failure with Jump Ship  (Read 2230 times)

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Offline OJsDad (OP)

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Transit Failure with Jump Ship
« on: April 08, 2014, 09:23:22 AM »
Hello,

    The few times I've moved to other systems, I've built jump gates.  Wanting to try something different, I built a Jump Ship.  It assigned it to a TG and then added 2 geological survey ships to the TG.  I then gave them an order to jump the squadron.  Is the Max Ship Size rating for the Jump engine per ship or total for all ships in the TG.

Thanks.
 

Offline Paul M

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Re: Transit Failure with Jump Ship
« Reply #1 on: April 08, 2014, 09:36:22 AM »
There is a number of issues with using the jump ships:

1.  The maximum number of ships the jump engine can transit.  For 1st gen jump engines that tends to be 3 (including the jump ship) for military jump engines, and 2 (including the jump ship) for civillian.
2.  The maximum capacity of the jump engine.  You can't jump a ship larger than the engines capacity.
3.  The maximum size of the jump ship itself.  You can't jump a ship bigger than the jump ship itself even if that ship is smaller than the jump capacity of the engine.
4.  Type of engines.  So far as I can see it works so that a civillian jump engine can only jump civillian engineed ships.  A military jump engine can jump military and civillian engined ships.
5.  If you are making a "standard" or "squadron" transit.  The former ignores most rules and moves your ships through with a 5 min or so sensor delay (don't use if you are making an attack).  The latter requires all rules for jumping to be fulfilled but your sensors are degraded for only around 30 seconds or so.
 

Offline OJsDad (OP)

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Re: Transit Failure with Jump Ship
« Reply #2 on: April 08, 2014, 10:07:37 AM »
Thanks Paul.  I don't think I'm breaking any of those rules.  Here are my ship specs;

There is one jump capable ship in the TG;

Quote
Stellar class Jump Escort Cruiser    4 150 tons     62 Crew     388.95 BP      TCS 83  TH 112.5  EM 0
1807 km/s    JR 4-50     Armour 1-23     Shields 0-0     Sensors 1/12/0/0     Damage Control Rating 1     PPV 0
Maint Life 5.88 Years     MSP 1059    AFR 137%    IFR 1.9%    1YR 52    5YR 783    Max Repair 46.875 MSP
Intended Deployment Time: 36 months    Spare Berths 0   

J4500(4-50) Military Jump Drive     Max Ship Size 4500 tons    Distance 50k km     Squadron Size 4
75 EP Military Ion Drive (2)    Power 75    Fuel Use 99.57%    Signature 56.25    Exp 12%
Fuel Capacity 2 000 000 Litres    Range 87.1 billion km   (557 days at full power)

EM Detection Sensor EM2-12 (70%) (1)     Sensitivity 12     Detect Sig Strength 1000:  12m km
This design is classed as a Military Vessel for maintenance purposes


There are 2 of these geo survey ships in the TG;

Quote
Neil Armstrong class Geological Survey Vessel    2 400 tons     42 Crew     346.075 BP      TCS 48  TH 112.5  EM 0
3125 km/s     Armour 1-15     Shields 0-0     Sensors 1/1/0/2     Damage Control Rating 1     PPV 0
MSP 90    Max Repair 100 MSP
Intended Deployment Time: 60 months    Spare Berths 0   

150 EP Commercial Ion Drive (1)    Power 150    Fuel Use 10.61%    Signature 112.5    Exp 5%
Fuel Capacity 250 000 Litres    Range 176.7 billion km   (654 days at full power)

Geological Survey Sensors (2)   2 Survey Points Per Hour

This design is classed as a Commercial Vessel for maintenance purposes
 

Offline OJsDad (OP)

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Re: Transit Failure with Jump Ship
« Reply #3 on: April 08, 2014, 10:11:05 AM »
Ya know, if the no one on the fleet staff is smart enough to assign a jump capable ship to the TG, then the others are not going to be able to jump. :P
 

Offline Erik L

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Re: Transit Failure with Jump Ship
« Reply #4 on: April 08, 2014, 10:18:38 AM »
Rule 1 is usually "Did you assign the ship to the TG?" or "Did you load the magazines?" :)

Offline NihilRex

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Re: Transit Failure with Jump Ship
« Reply #5 on: April 08, 2014, 11:49:43 AM »
In this case, your problem is military VS civilian.

A Mil JD will only gate thru ships with mil engines, and a commercial JD will only gate ships with commercial engines.

You have a Mil JD and Commercial Ion engines in the same TG with no Commercial JD present.
 

Offline alex_brunius

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Re: Transit Failure with Jump Ship
« Reply #6 on: April 08, 2014, 03:00:17 PM »
In this case, your problem is military VS civilian.

A Mil JD will only gate thru ships with mil engines, and a commercial JD will only gate ships with commercial engines.

You have a Mil JD and Commercial Ion engines in the same TG with no Commercial JD present.

Should work with military escorting civilian ships according to what Paul M wrote and according to the wiki:

http://aurorawiki.pentarch.org/index.php?title=Interstellar_travel#Escorting_Other_Ships


In the wiki we can also read:
"To escort a ship without a jump engine through a jump point, simply station the jump ship at the point and create a transit order for the second fleet. "
"Standard Transit order : the jump capable ships will ferry all the non-jump capable ships across, a few at a time - it may take a while to get the entire fleet across"

Did you try with the commercial ships in separate TGs and standard transit order too? ( and the Jump Ship stationary on the JP ).
« Last Edit: April 08, 2014, 03:03:08 PM by alex_brunius »
 

Offline OJsDad (OP)

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Re: Transit Failure with Jump Ship
« Reply #7 on: April 08, 2014, 08:15:00 PM »
After adding the Jump ship I was able to transit the Geo ships.

Yes, they were in the same task group.