Ok guys, in a few minutes I'm going to be doing more thorough testing, keeping track of how many modules (and what size they are) get repaired in an X-long time incriment. It checks to see what module (if any) is repaired every 5 seconds, so its best not to skip intervals when doing emergency damage control during battle.
I will be applying manual damage to a relatively large ship that would be realistically designed in-game (At least by me). Named the Wraith-class Battlecruiser.
Wraith class Battlecruiser 60,000 tons 4508 Crew 11613.2 BP TCS 1200 TH 5600 EM 0
4666 km/s Armour 15-136 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 500 PPV 134.92
Maint Life 8.27 Years MSP 32419 AFR 1440% IFR 20% 1YR 843 5YR 12650 Max Repair 288 MSP
Magazine 2768
Magneto-plasma Drive E6 (70) Power 80 Fuel Use 60% Signature 80 Armour 0 Exp 5%
Fuel Capacity 2,400,000 Litres Range 120.0 billion km (297 days at full power)
Quad 10cm C5 Far Ultraviolet Laser Turret (4x4) Range 150,000km TS: 10000 km/s Power 12-20 RM 5 ROF 5 3 3 3 3 3 2 2 1 1 1
Fire Control S08 192-10000 (4) Max Range: 384,000 km TS: 10000 km/s 97 95 92 90 87 84 82 79 77 74
Stellarator Fusion Reactor Technology PB-1 (4) Total Power Output 48 Armour 0 Exp 5%
Size 8 Missile Launcher (10) Missile Size 8 Rate of Fire 50
Missile Fire Control FC332-R200 (2) Range 332.6m km Resolution 200
Size 8 Anti-ship Missile (226) Speed: 30,000 km/s End: 57.3m Range: 103.1m km WH: 9 Size: 8 TH: 180 / 108 / 54
Active Search Sensor MR98-R70 (1) GPS 5880 Range 98.4m km Resolution 70
Active Search Sensor MR678-R300 (1) GPS 84000 Range 679.0m km Resolution 300
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
Not the most ideal ship out there, but works for our purposes as she has a mixture of engines, active sensors, and missile and beam fire controls, all of which are important.
Momentarily I'll be posting screenshots of the first Wraith after she's taken some damage and we'll see how long it takes for her to regen.
Here is the total damage of the BC Absolution:
3x Fuel Storage (20)
5x Magneto-Plasma Drive E6 (80)
6x Maintenance Storage Bay (30)
2x Size 8 Missile Launcher (128)
1x Advanced Damage Control (150)
1x Quad 10cm C% Far Ultraviolet Laser (Not sure, it runs off)
1x Fire Control S08 192-10000 (576)
2x Capacity 96 Magazine: EXp 10% HT (Can't see the rest)
Damage Control will begin on 1st January 2025 00:00.
I will end it at 00:05, aka 5 minutes. It currently has 470 Damage Control. It will have 500 once the Advanced DC is repaired (First on the list)
- Unsurprisingly, it the more that number on the end is, the longer it takes. It took 1 minute 25 seconds to repair the damage control, and another 3 minutes 45 seconds for the Missile Fire Control. So, for big things, you need A LOT of damage control to repair it quickly. Only two items were repaired in 5 minutes and 10 seconds. Now that the big things are out of the way, lets see how long it takes.
- It took 3 minutes 40 seconds to repair one missile launcher, which is odd because its rating is only 128 vs the fire control's 500+. For the second missile launcher (Same size), it took 7 minutes and 15 seconds.
- After the second damage missile launcher was done, it took only 20 seconds to repair an engine. Then it decided to take 2 minutes and 15 seconds for another engine of the same type, followed by a 3rd at 1 minute 55 seconds and a 4th at 50 seconds. The final 5th one took 4 minutes and 45 seconds.
-The quad turret took 5 minutes and 45 seconds to repair. The first of two magazines took 5 seconds to repair after that. The second one took 1 minutes 25 seconds.
-From here on out its maintenance storage bays and fuel tanks. The first Storage bay took 30 seconds. The next two took 5 seconds each. Fourth one took 1 minute and 35 seconds. The fifth one took 25 seconds while the final 6th one took 15 seconds.
-Of the final three items (all fuel tanks), the first two took 5 seconds each while the 3rd took 45 seconds.
As you can see, my initial findings last post were not quite as accurate.. apparently, the higher tech something is, the more damage control it requires to repair quicker. I had the low-tech engines repairing within 5-20 seconds constantly, while these higher-tech ones took longer with the same DC. So, apparently having stupid-high DC is required the more tech you have. Even then, it seems variable.. and I'm not sure how exactly it calculates when something gets repaired.
In all, it took 37 minutes and 10 seconds to completely repair the ship (Minus armor of course). Thats not bad, its just not useful in the heat of combat.
Steve, if you can shed any light on how DC actually works, that would be awesome. I, for one, would love to have regenerating ships that just say 'screw you' to internal damage (if combined with internal armor). Only issue with a self-regenerating ship would be of course maintenance supplies and the loss of crew when something gets blown up. Might run out of crew..