Author Topic: Modular Ship Design... a crazy idea that just might work.  (Read 13902 times)

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Offline Erthel

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Re: Modular Ship Design... a crazy idea that just might work.
« Reply #90 on: February 06, 2012, 06:22:05 PM »
I'm trying to maintain a fleet of modular ships, but I keep getting "ship XXX has detached from it's TG as her speed has gone down to 1km/s due to damage" for deadweight modules, everytime there is a maintenance failure.   

Unless there is an option to deactivate this, I'm not going to keep on modular design due to this massive spam.   
« Last Edit: February 06, 2012, 07:43:19 PM by Erthel »
 

Offline blue emu (OP)

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Re: Modular Ship Design... a crazy idea that just might work.
« Reply #91 on: February 06, 2012, 07:05:39 PM »
Odd. I've never had that happen.

What are your ship designs? Do you include one engine and one fule tank in each module? I do that so that I can regroup them if the engine module is taken out by enemy fire.
 

Offline Erthel

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Re: Modular Ship Design... a crazy idea that just might work.
« Reply #92 on: February 06, 2012, 07:44:05 PM »
No, I have sitting duck weapon modules and engine modules to tow them around.  Maybe I should stick always 1 engine to avoid that spam.
 

Offline Erthel

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Re: Modular Ship Design... a crazy idea that just might work.
« Reply #93 on: February 07, 2012, 09:54:56 AM »
I've put engines on weapon modules and they still detaching with 1 engine, "XXX has reduced his speed to 557km/s due to damage, and detached from TG"
 

Offline TheDeadlyShoe

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Re: Modular Ship Design... a crazy idea that just might work.
« Reply #94 on: February 07, 2012, 06:52:41 PM »
You could deactivate maintenance failures. 
 

Offline blue emu (OP)

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Re: Modular Ship Design... a crazy idea that just might work.
« Reply #95 on: February 07, 2012, 08:13:03 PM »
I have maintenance on, and I've never experienced this problem.

Granted, I'm not playing the most recent patch, and I don't spend a lot of time orbiting wourlds that have no maintenance facilities... it's either deep space or home base, for me.
 

Offline sublight

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Re: Modular Ship Design... a crazy idea that just might work.
« Reply #96 on: February 07, 2012, 09:36:45 PM »
Wild Speculation:
Do the self-dumping modules have engineer sections?

If failures can't be self repaired that might be triggering some speed-comparison check, even if there shouldn't be a check for tractor locked stuff.
 

Offline Erthel

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Re: Modular Ship Design... a crazy idea that just might work.
« Reply #97 on: February 08, 2012, 06:17:47 AM »
Yes, they ahve engineer sections.   I'll post later the design. 

Quote
NAV Satie IIA class Cruiser    8,000 tons     871 Crew     1458. 4 BP      TCS 160  TH 24  EM 540
625 km/s     Armour 8-35     Shields 18-300     Sensors 1/1/0/0     Damage Control Rating 6     PPV 60
Maint Life 5. 66 Years     MSP 684    AFR 85%    IFR 1. 2%    1YR 36    5YR 541    Max Repair 100 MSP
Magazine 776   

M4 Internal Confinement Fusion Drive (1)    Power 100    Fuel Use 50%    Signature 24    Armour 0    Exp 5%
Fuel Capacity 50,000 Litres    Range 22. 5 billion km   (416 days at full power)
Epsilon R300/15 Shields (6)   Total Fuel Cost  90 Litres per day

Missile Launcher S6/ROF40 (10)    Missile Size 6    Rate of Fire 40
Missile Fire Control FC58-R25 (2)     Range 58. 8m km    Resolution 25

Active Search Sensor MR55-R50 (1)     GPS 2800     Range 55. 4m km    Resolution 50

ECCM-2 (2)         ECM 20

This design is classed as a Military Vessel for maintenance purposes
« Last Edit: February 08, 2012, 06:19:59 AM by Erthel »