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91
The Academy / Re: Fleets at home and away
« Last post by Kiero on March 01, 2024, 01:30:03 AM »
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Excellent thank you - what does a spaceport do?
Nothing except enable the transfer of fuel, goods, and missiles.

And an ability to build Space Stations.
92
The Academy / Re: Fleets at home and away
« Last post by Ulzgoroth on February 29, 2024, 10:29:42 AM »
Note: ships 'at home' aren't actually not using MSP. They're using a steady stream of MSP from the planet through the maintenance bases there. That prevents running up their maintenance timers or suffering breakdowns, but it's distinctly not free.
Excellent thank you - what does a spaceport do?
Nothing except enable the transfer of fuel, goods, and missiles.
93
The Academy / Re: Fleets at home and away
« Last post by Kiero on February 29, 2024, 09:39:51 AM »
And for Deployment timer to stop you need planet population of at least 10M or a station with recreation module.
94
The Academy / Re: Fleets at home and away
« Last post by undercovergeek on February 29, 2024, 08:45:31 AM »
Excellent thank you - what does a spaceport do?
95
The Academy / Re: Fleets at home and away
« Last post by AlStar on February 29, 2024, 08:32:02 AM »
You need maintenance facilities - either on the planet or through maintenance modules on ships. Each facility can support x tons of military shipping - it's just a matter of building enough facilities so that your supported number of tons is greater than the fleet currently stationed there.

Manned installations on the planet will also produce MSP, if you have the minerals they need (Duranium, Uridium, Gallicite).

If you've got some facilities (but not enough to fully support the fleet) then your ships deployment time will be slowed down by a %, rather than stopped.
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The Academy / Fleets at home and away
« Last post by undercovergeek on February 29, 2024, 07:51:28 AM »
Due to some pesky aliens I moved my colonisers, recon ships and various other unarmed vessels to a colony in Alpha Centauri

Fleets that I have orbiting earth seem to consider it home and happily orbit without using MSP and fuel whereas the fleets orbiting Alpha Centauri seem to be considered as ‘working’ using up their MSP and deployment time - what do I need on AC for the ships to consider it a home base
97
The Academy / Re: Harvesters and refuelling wisdom
« Last post by Garfunkel on February 28, 2024, 05:14:09 PM »
A refuelling system only moves fuel from A to B, never from B to A.
A refuelling hub moves fuel from A to B, A to C, A to D, A to E but never the other way around.

So, a tanker cannot both give and take fuel, they can only give. But the recipient does not need anything extra. While this isn't relevant for normal tanker stuff, it becomes important for fuel logistics with harvesting stations.
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The Academy / Re: Harvesters and refuelling wisdom
« Last post by Andrew on February 28, 2024, 05:20:08 AM »
A tanker with a refueling system can refuel any other ship
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The Academy / Re: Harvesters and refuelling wisdom
« Last post by undercovergeek on February 28, 2024, 04:52:31 AM »
Does there have to be refuelling ability at either end of the transaction?

I have some ships orbiting a new colony in Alpha Centauri sent there to avoid some unruly aliens - they now need some fuel - if I send full tankers with the tanker box ticked will they be able to refuel the empty ships which do not have a refuelling hub
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The Academy / Re: Missile combat supplies
« Last post by Pedroig on February 27, 2024, 07:32:29 AM »
Magazine math is wonky.  But basically go off your missile size(s) and then multiply that by how many reloads you want, then make a magazine with that capacity.  Muck with armour and efficiency to "round off" to nearest whole number if that is important to you.

So 10 reloads of 10 tubes of a size 8 launcher would require a capacity of 800, if throwing an additional 100 reloads of a size 2 AMM then the magazine capacity would need to be upped to 1000.
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