Author Topic: be able to make shipyards and construction factory build faster  (Read 1793 times)

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Offline shadowgod3211 (OP)

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i've been really brothered with the build rate for my construction factories and shipyards and the only way is to make them faster is by research

but when i build my super weapon/flagship which is the max non military engine size that i use and i tend to build to it's max and just have alot of modules

here's the specs of the modules (just the specs of the ship)

N.  L.  R Princess Luna's Flagship class Superdreadnought    9,375,000 tons     186687 Crew  TCS 937.  5  TH 2250  EM 3150000
1200 km/s    JR 2-25(C)     Armour 15-3960     Shields 105000-300     Sensors 75/225/100/400     Damage Control Rating 2844     PPV 66101
Maint Life 0.  19 Years     MSP 3302376    AFR 247228%    IFR 3433.  7%    1YR 16968359    5YR 254525392    Max Repair 62797 MSP
Intended Deployment Time: 5 months    Flight Crew Berths 2   
Flag Bridge    Hangar Deck Capacity 600000 tons     Cryo Drop Capacity: 1604.  6 Battalions    Magazine 237800    Cryogenic Berths 4600    Cargo Handling Multiplier 225    Tractor Beam     
Fuel Harvester: 105 modules producing 29400000 litres per annum
Maintenance Modules: 60 module(s) capable of supporting ships of 12000 tons

N.  L.  R engineer corp  Prototype Jump Drive     Max Ship Size 9375000 tons    Distance 25k km     Squadron Size 2
N.  L.  R engineer corp 15000 EP Photonic Drive (15)    Power 15000    Fuel Use 77.  94%    Signature 150    Exp 30%
Fuel Capacity 500,250,000 Litres    Range 12.  3 billion km   (118 days at full power)
Lloyd Weapon Systems Omega R300/360 Shields (7000)   Total Fuel Cost  105,000 Litres per hour  (2,520,000 per day)

Quad Lloyd Weapon Systems 80cm C1.  25 Far Gamma Ray Laser Turret (100x4)    Range 1,400,000km     TS: 10000 km/s     Power 672-5     RM 12    ROF 675        168 168 168 168 168 168 168 168 168 168
Hurst Technology 120cm C1.  25 Far Gamma Ray Laser (1)    Range 1,400,000km     TS: 25000 km/s     Power 377-1.  25     RM 12    ROF 1510        377 377 377 377 377 377 377 377 377 377
Nelson Precision Arms Particle Beam-50 (100)    Range 1,200,000km     TS: 25000 km/s     Power 125-25    ROF 25        50 50 50 50 50 50 50 50 50 50
Quad Hurst Technology R1008/C25 Meson Cannon Turret (100x4)    Range 1,400,000km     TS: 10000 km/s     Power 672-100     RM 1008    ROF 35        1 1 1 1 1 1 1 1 1 1
Quad Nelson Precision Arms R1008/C25 Meson Cannon Turret (100x4)    Range 1,400,000km     TS: 90000 km/s     Power 672-100     RM 1008    ROF 35        1 1 1 1 1 1 1 1 1 1
Quad Hurst Technology Gauss Cannon R6-100 Turret (100x32)    Range 60,000km     TS: 10000 km/s     Power 0-0     RM 6    ROF 5        1 1 1 1 1 1 0 0 0 0
Nelson Precision Arms CIWS-1000 (200x16)    Range 1000 km     TS: 100000 km/s     ROF 5       Base 50% To Hit
Hurst Technology 80cm C25 Plasma Carronade (200)    Range 1,400,000km     TS: 25000 km/s     Power 168-25     RM 1    ROF 35        168 84 56 42 33 28 24 21 18 16
Nelson Precision Arms Fire Control S08 700-100000 H10 (1)    Max Range: 1,400,000 km   TS: 100000 km/s     99 99 98 97 96 96 95 94 94 93
N.  L.  R engineer corp Vacuum Energy Power Plant Technology PB-1.  5 (20)     Total Power Output 36000    Armour 0    Exp 35%

Stewart Techsystems Size 35 Missile Launcher (25% Reduction) (200)    Missile Size 35    Rate of Fire 8750
Richardson-Hardy Research Inc Missile Fire Control FC19168-R140 (10%) (1)     Range 19,168.  1m km    Resolution 140

Hurst Technology Thermal Sensor TH1-75 (10%) (100)     Sensitivity 75     Detect Sig Strength 1000:  75m km
Richardson-Hardy Research Inc EM Detection Sensor EM3-225 (10%) (5)     Sensitivity 225     Detect Sig Strength 1000:  225m km
Phased Gravitational Sensors (20)   100 Survey Points Per Hour
Phased Geological Sensors (20)   100 Survey Points Per Hour
Advanced Geological Sensors (100)   300 Survey Points Per Hour
Cloaking Device: Class cross-section reduced to 0.  5% of normal

ECCM-10 (5)         ECM 100









so when i was done designing it i started to built it and when i look at the year when it was gonna be finished i was not happy and abit disappointed (it was a very long time like 100 years or 30 years or something all ik it was taking along time to bloody build



so i want some way to hire and assign workers to build projects ships,buildings,etc





Ps don't edit or delete this topic just cause i put my ship specs i only did it to show you the weapons and modules and to show you why it's taking so long to build
« Last Edit: March 28, 2016, 07:54:43 PM by shadowgod3211 »
 

Offline 83athom

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Re: be able to make shipyards and construction factory build faster
« Reply #1 on: March 28, 2016, 07:56:07 PM »
Shipyard exponentially grow their build rate as you increase their size. What I think you are running into is a lack of workers to run the shipyard. What does your worker breakdown say?
Give a man a fire and he's warm for a day, but set fire to him and he's warm for the rest of his life.
 

Offline shadowgod3211 (OP)

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Re: be able to make shipyards and construction factory build faster
« Reply #2 on: March 28, 2016, 08:02:49 PM »
this was on my mom's laptop but it was set to my super weapon/flag ship's size which had the top civilian engines

plus it was on my mom's laptop and not this laptop so idk i will have to check
 

Offline Rich.h

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Re: be able to make shipyards and construction factory build faster
« Reply #3 on: March 29, 2016, 02:41:25 AM »
You forgot to include the build time as stated in the design screen, that will tell you how long a current class will take to build from scratch given both your build tech speed and a fully operational shipyard. However it may well be that it does indeed take decades to build that thing. The jump drive alone must be eating huge amounts of BP. When you get into building very large ships you need to start thinking of your shipyards more as assembly stations than actual building spots. The same way real world shipyards will take delivery of various premade components is how you want to work, so build the most expensive and complex parts back in construction factories and just let the shipyards do the welding. It will cut down the build down of ships by many factors.
 

Offline Sheb

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Re: be able to make shipyards and construction factory build faster
« Reply #4 on: March 29, 2016, 10:06:29 AM »
Exactly, you can already pre-fabricate components with construction factories to save time. There is a component category in the dropdown.
 

Offline TMaekler

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Re: be able to make shipyards and construction factory build faster
« Reply #5 on: March 29, 2016, 04:57:41 PM »
As far as I understand it, you can build ship modules in your industry and Aurora uses them from your stockpiles when you schedule a new ship. However it would be interesting to start a ship construction and build some of its modules parallel in your industry and add them during the constriction progress. I don't know about the internal algorithms, but technically I would say it is possible.

Example: Ship with 300 BP, 60 therefrom are for the Engine. So you start construction of the ship which will take 11 Month. Parallel you start constructing the engine which will take your industry 3 Month. Thereafter you can add the engine to your ship, subtracting the 60 BP from the remaining 219 BP, which will shorten the overall production time to 159 BP. If the BP would be lower than the to subtract BP you cannot add the specific module any longer.

Another alternative would be that Aurora checks in its 5-Day-Cycle if any new fitting ship module has been added to the stockpile and automatically adds it to the running construction. However, in both examples an additional track of which modules have been added needs to be included so you cannot "overmodule" your ship ;)