Author Topic: repair ship design  (Read 2134 times)

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Offline sneer (OP)

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repair ship design
« on: August 08, 2009, 05:52:31 AM »
how to make it ? what orders to give ?
i have jump cruiser that lost all engines /faulty design i think /- 2 months after overhaul and can't repair it in space
i'd like to send a support vessel but all i could do was a support vessel full of msp
i dont see any module to research
any suggestions ?
 

Offline Charlie Beeler

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Re: repair ship design
« Reply #1 on: August 08, 2009, 06:31:02 AM »
Currently there is no space born repair capability in the game.  Your only recourse is to build a tug a and drag the ship back to a shipyard.  That or scuttle it and build another.
Amateurs study tactics, Professionals study logistics - paraphrase attributed to Gen Omar Bradley
 

Offline sneer (OP)

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Re: repair ship design
« Reply #2 on: August 08, 2009, 09:00:11 AM »
i forgot i can build tug
thanks a lot :)
 

Offline Hawkeye

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Re: repair ship design
« Reply #3 on: August 08, 2009, 10:08:58 AM »
You also could use a "tender" with lots and lots of spare parts. The crew can then affect "combat repairs" on all systems, except armor, IIRC. Once the damaged ship runs out of spares, transfer a fresh load over and keep them repairing.
Ralph Hoenig, Germany
 

Offline Steve Walmsley

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Re: repair ship design
« Reply #4 on: August 08, 2009, 10:32:34 AM »
Quote from: "sneer"
how to make it ? what orders to give ?
i have jump cruiser that lost all engines /faulty design i think /- 2 months after overhaul and can't repair it in space
i'd like to send a support vessel but all i could do was a support vessel full of msp
i dont see any module to research
any suggestions ?
There are no repair ships as such. As already suggested, you can tow the ship back to base. Another option is to bring maintenance supplies to the ship so it can carry out it's own repairs. However, the fact the jump drive failed so soon after overhaul suggests it didn't have enough engineering systems, which in turn means it probably can't hold enough maintenance supplies for self-repair. Could you post the class design for the jump cruiser as that would allow me to give better advice.

Steve
 

Offline sneer (OP)

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Re: repair ship design
« Reply #5 on: August 08, 2009, 02:24:22 PM »
yup - not enough ability to self repair - i already provided msp in support ship but it was not enough

another problem i faced
i found beautiful double star system with 4 <2 planets
rushed my FT fleet with infrastructure but did not notice i i headed for distant star
what else to say - i noticed my ft is out of fuel now
not a very big problem as i have big tanker leaving my shipyard but ....
game engine max increment is 2 minutes only as ihave tf without fuel
how to speed it up so my tanker can get in place ???

p.s. i need to stop thinking about playing typicakl 4x game and start mode based on witp experiance where everything starts from logistics  :mrgreen:
 

Offline sloanjh

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Re: repair ship design
« Reply #6 on: August 08, 2009, 02:59:51 PM »
Quote from: "sneer"
game engine max increment is 2 minutes only as ihave tf without fuel
how to speed it up so my tanker can get in place ???
It sounds like you're saying that you click e.g. a "1 day" "increment time" button, but it only goes 2 minutes and stops.  First, check on the System Map screen (F3) that it says "Auto Sub-Pulses" on the very right of the "Sub-pulse Length" buttons (click "Automatic" to get into this state).  It's possible you have 2 minute increments set (which will show up as "max sub-pulse 120 seconds") and that Aurora is taking one step and then throwing an interrupt on empty fuel.

It's also possible that there's a new bug that the out-of-fuel event is interrupting the time update.  What should happen is that it finishes the entire update, then throws the warning, e.g. if you clicked for a 1 day update, it would finish the day then warn, even if the out-of-fuel event was thrown at the end of a sub-pulse 2 minutes into the day.

Quote
p.s. i need to stop thinking about playing typicakl 4x game and start mode based on witp experiance where everything starts from logistics  :-)

My recollection is that one of Steve's goals was to get away from massive fleets that didn't require any logistical tail and economies which grew by orders of magnitude in the space of a few years.  One of the typical things that happens in Aurora is "crashes", where your economy outruns available supplies of vital minerals, such as Duranium or Sorium.

John
 

Offline sneer (OP)

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Re: repair ship design
« Reply #7 on: August 08, 2009, 03:09:13 PM »
duranium crysis was a stimulus or mining colonies for me :-)
expotential rise of some 4x games was discouraging factor
usually early development brings max fun and in aurora it is extended perfectly  

pulses are set to auto - i will try to set it for longer periods till this fuel crysis is sold
 

Offline Steve Walmsley

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Re: repair ship design
« Reply #8 on: August 08, 2009, 03:27:54 PM »
Quote from: "sneer"
game engine max increment is 2 minutes only as ihave tf without fuel
how to speed it up so my tanker can get in place ???
If you have a fleet with orders and no fuel, the game will keep pausing to tell you the ship is out of fuel. Make sure you have no orders set for the out of fuel ship, even special or conditional orders.

I wonder if it would be worth the game removing all orders from an out of fuel ship automatically

Steve
 

Offline Steve Walmsley

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Re: repair ship design
« Reply #9 on: August 08, 2009, 03:38:53 PM »
Quote from: "sneer"
yup - not enough ability to self repair - i already provided msp in support ship but it was not enough

another problem i faced
i found beautiful double star system with 4 <2 planets
rushed my FT fleet with infrastructure but did not notice i i headed for distant star
what else to say - i noticed my ft is out of fuel now
There are two possible ways to get to distant star systems. The first is Lagrange Points. These are shown on the system map and on the Fleet Order window. They are like an intra-system jump point and you can jump from any Lagrange point in a system to any other, even those around other stars in the same system. Not all systems have them though as they only appear in the same orbits as Superjovians and massive gas giants.

The second is to build engines with hyper drive capability. These engines provide ten times as much power outside the hyper limit of a star, increasing your ship speed by 10x as well. You can show the hyper limit of stars by using the checkbox at the bottom of the display tab of the main system map. The disadvantage is that these engines tend to be less powerful on a per HS basis than an equivalent non-hyper engine so they aren't as useful within the hyper limit.

Steve
 

Offline sneer (OP)

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Re: repair ship design
« Reply #10 on: August 08, 2009, 03:45:22 PM »
but i like such experiance
what could be nice feature as game counts distance to next point it could show this distance in 3rd window order ....
 

Offline Steve Walmsley

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Re: repair ship design
« Reply #11 on: August 08, 2009, 04:17:09 PM »
Quote from: "sneer"
but i like such experiance
what could be nice feature as game counts distance to next point it could show this distance in 3rd window order ....
You can see distances in several ways. The Time and Distance field on the Fleet window can show either the time and distance for the current order of the current fleet or for all orders. On the system map, you can display the time and distance for the current order of every displayed fleet. The option is on the display tab.

Steve
 

Offline waresky

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Re: repair ship design
« Reply #12 on: August 09, 2009, 01:00:02 PM »
This.."GAME" are all but not a "Master Of orion" clone-game..sure that:))))

here,the colonizations are a VERY long trip and a careful planning.
Logistic,spare parts,tug,fuel,fuel harvesters,tanker,harvester bases,maintenance bases,listening post,collier,Carriers,early warning craft,scout,armed scout,colony ships,minerals routes and trading..careful survey and planning exploratins of new systems..careful jump-in aa another unknow system..before Aliens spot u..and so on..
Here we need another mind form,another posture.more and more REAL.
 

Offline waresky

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Re: repair ship design
« Reply #13 on: August 09, 2009, 01:08:19 PM »
ORBITAL REFFINERY

Orbital Reffinery class Fuel Harvester Base    60900 tons     1144 Crew     2858 BP      TCS 1218  TH 0  EM 0
1 km/s     Armour 1-137     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
Maintenance Capacity 29 MSP    Max Repair 60 MSP
Fuel Harvester: 10 modules producing 600000 litres per annum

Fuel Capacity 10,050,000 Litres    Range N/A

This design is classed as a commercial vessel for maintenance purposes
__________________________________________________________________


STRIKE CARRIER (Parassite-Carrier)

Semmes class Strike Carrier    42000 tons     3560 Crew     9575.5 BP      TCS 840  TH 1760  EM 0
2095 km/s     Armour 1-107     Shields 0-0     Sensors 540/240/0/0     Damage Control Rating 133     PPV 12
Annual Failure Rate: 137%    IFR: 1.9%    Maintenance Capacity 14677 MSP    Max Repair 2340 MSP
Flag Bridge    Hangar Deck Capacity 6000 tons     Magazine 2250    
Fuel Harvester: 1 modules producing 60000 litres per annum
Maintenance Modules: 5 module(s) capable of supporting ships of 1000 tons

Military I.C.F. - Drive E4 (11)    Power 160    Efficiency 0.40    Signature 160    Armour 0    Exp 5%
Fuel Capacity 1,440,000 Litres    Range 154.3 billion km   (852 days at full power)

Quad PD Gauss Cannon R4-8 Turret (6x16)    Range 40,000km     TS: 40000 km/s     Power 0-0     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
PointDef FC S08 80-32000 (1)    Max Range: 160,000 km   TS: 32000 km/s     94 88 81 75 69 62 56 50 44 38

Phaser Search Sensor S2340-R18 (1)     GPS 42120     Range 421.2m km    Resolution 18
Medium Thermal Sensor TH30-540 (1)     Sensitivity 540     Detect Sig Strength 1000:  540m km
Medium EM Detection Sensor EM30-240 (1)     Sensitivity 240     Detect Sig Strength 1000:  240m km

This design is classed as a military vessel for maintenance purposes

__________________________________________________________________________

and him "Striker I" onboard

Striker I class System Defence Boat    800 tons     64 Crew     535.1 BP      TCS 16  TH 320  EM 0
20000 km/s     Armour 1-7     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 3.6
Annual Failure Rate: 20%    IFR: 0.3%    Maintenance Capacity 105 MSP    Max Repair 240 MSP
Magazine 24    

GB Military I.C.F. - Drive E40 (1)    Power 320    Efficiency 4.00    Signature 320    Armour 0    Exp 15%
Fuel Capacity 10,000 Litres    Range 5.6 billion km   (3 days at full power)

FighterMirage 6-6 Box (4)    Missile Size 6    Hangar Reload 45 minutes    MF Reload 7.5 hours
Harpoon MFC FC900t-R129Mkm (1)     Range 129.6m km    Resolution 18
MR-N- 6 Harpoon (4)  Speed: 40,000 km/s   End: 50m    Range: 120m km   WH: 4    Size: 6    TH: 240 / 144 / 72

Harpoon Active System Sensor 900t-28Mkm (1)     GPS 2880     Range 28.8m km    Resolution 18

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
 

Offline sneer (OP)

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Re: repair ship design
« Reply #14 on: August 10, 2009, 01:22:03 AM »
i'm far from the technology used in these designs :)