Author Topic: Dumb newbie mistakes to avoid  (Read 44025 times)

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Offline Paul M

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Re: Dumb newbie mistakes to avoid
« Reply #60 on: November 09, 2017, 11:32:33 AM »
And engineering bay reduces failure chances of your systems and it allows in/out of-combat repairs to destroyed systems (damage control).  The damage control technology improves this "damage control" to allow repair of damaged hull armour, as the NCC has not developed this tech I'm a bit unsure how it works in exact detail.   A maintenance bay simply holds excess maintenance supplies, either to increase your stockpile for that ship or more likely to serve as maintenance resupply ship for a group of ships.

The NCN's Edinbourgh class is an example of such a ship (actually is a combination of re-supply ship, collier and tanker):

Code: [Select]
Edinbourgh Mod2.2 class Support Vessel    4,500 tons     79 Crew     562.15 BP      TCS 90  TH 147  EM 360
3266 km/s     Armour 1-24     Shields 12-300     Sensors 24/24/0/0     Damage Control Rating 5     PPV 0
Maint Life 20.73 Years     MSP 1390    AFR 32%    IFR 0.4%    1YR 6    5YR 93    Max Repair 36 MSP
Intended Deployment Time: 18 months    Spare Berths 1   
Magazine 118   

Rolls Royce I E-M42L (7)    Power 42    Fuel Use 23.37%    Signature 21    Exp 7%
Fuel Capacity 650,000 Litres    Range 111.2 billion km   (394 days at full power)
GE Barrier G206 (6)   Total Fuel Cost  72 Litres per day

Arrow Anti-Ship Missile (Batch 2) (14)  Speed: 12,600 km/s   End: 22.8m    Range: 17.3m km   WH: 4    Size: 5    TH: 92 / 55 / 27
Falcon Counter Missile (Batch 3) (48)  Speed: 19,200 km/s   End: 2.4m    Range: 2.7m km   WH: 1    Size: 1    TH: 115 / 69 / 34

Seimens SCMS Sentinal II 82/3-0050 (1)     GPS 36     Range 2.9m km    Resolution 1
NorTEL IR Array 2-3 (1)     Sensitivity 24     Detect Sig Strength 1000:  24m km
Bell Phased Array P3-24 (1)     Sensitivity 24     Detect Sig Strength 1000:  24m km

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 vorpal+5

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Re: Dumb newbie mistakes to avoid
« Reply #61 on: November 10, 2017, 03:41:01 AM »
Nice, thanks. To close the topic, a PDC with hangars, maintenance bay but without an engineering space can't repair fighters? I should probably redesign my fighter squadron base if that's true.
 

Offline Paul M

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Re: Dumb newbie mistakes to avoid
« Reply #62 on: November 10, 2017, 07:13:36 AM »
Nice, thanks. To close the topic, a PDC with hangars, maintenance bay but without an engineering space can't repair fighters? I should probably redesign my fighter squadron base if that's true.

The NCN's "hanger bases" also lack engineering spaces or maintenance bays but they should be able to draw on the maintenance stored on the planet itself.  As I use FACs, which can be repaired in the space yards that built them, it has not been an issue for me.  Based on combat experience so far I'd say that you are only rarely going to have to repair damaged fighters, I have never had a damaged as opposed to destroyed fighter.   But that is largely dependant on your tech level...at low tech levels "fighters" and "FACs" are simple fragile and so are probably most likely destroyed if engaged.  Also so long as your fighter has an engineering space (and I put one in) then they can self repair in the hanger if I'm not mistaken.   Again, I can't say for certain since I've yet to have to deal with a damaged FAC or Fighter.
 

Offline vorpal+5

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Re: Dumb newbie mistakes to avoid
« Reply #63 on: November 10, 2017, 07:19:27 AM »
I have a damaged fighter... because I use fighters also as pinnace, i.e custom purpose 'ships' of 500 tons. One is a small tanker, that can deliver 400.000 liters of fuel for a very very low cost in fuel usage. It lost is only engine while orbiting Earth, so this was not a real issue, but this is where I saw that my PDC with hangars (and only hangars) can't fix the issue, even with MSPs from Earth.

So I guess the solution is indeed to provide an engineering bay to the landing pad.

 

Offline Paul M

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Re: Dumb newbie mistakes to avoid
« Reply #64 on: November 10, 2017, 07:43:58 AM »
You can give the tanker an engineering bay and this may solve the problem but PDCs can't have engineering spaces it isn't allowed in the design of them.   A maintenance bay may also solve this problem or you can design an orbital base with hangers and engineering spaces that lets you do the repairs.  The NCN has an orbital base which has the same hanger capacity as their PDC base and it is used for training of new "fighters" or FACs.

The NCN has 4 "fighter" types:  a Search and Rescue Pinnace, a courier (self jump capable), a recon/scout ship and a small tanker to refuel FACs.

My suggestion would be to include an engineering space in your fighters from now on.  It is only min-max nonsense that says you should not have one, and well that is all well and good but there are many a damn good reason to be able to self repair...such as loosing your one and only engine.   I use a small (and will eventually develop the tiny) engineering space on my FACs and "Fighters."
 

Offline Michael Sandy

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Re: Dumb newbie mistakes to avoid
« Reply #65 on: November 10, 2017, 04:07:13 PM »
One of my high priorities early on is half sized engineering systems.  I put them on my scouting pinnaces, and the PD escort fighters.

Part of it is RP.  I simply would not want to be on a solo ship exploring another system with no means of repairing crucial systems and no way to get help, simply because of budget matters.  I would take the somewhat lower speed and range, their job is dangerous enough.
 

Offline Michael Sandy

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Re: Dumb newbie mistakes to avoid
« Reply #66 on: November 10, 2017, 04:47:47 PM »
I probe ALL jump points with scout pinnaces.  Either 250 ton ones that are really cheap, and use the minimum ship sensors to check out planets, or 500 ton ones with 3 HS sensors.

Scout pinnaces have 30-60 billion km range, a .5 hs engineering system.

Fleet scouts are much shorter endurance, with boosted engines and no jump drive or engineering system, and are used for tactical scouting, not strategic.

Once I get x.33 reduced sized launchers, I build a pinnace with a launcher, minimum fire control, and a magazine full of sensor missiles of various types.

A lot of AIs don't shoot at buoys or sensor missiles, so you can occasionally get a fix on them, and then get an idea of their passive sensor range when they start moving on detection of your battle fleet.  I like the game of trying to figure out the enemy's capacities before actually fighting them.
 

Offline Father Tim

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Re: Dumb newbie mistakes to avoid
« Reply #67 on: November 10, 2017, 06:32:24 PM »
I can't remember if Hangar Bays repair the ships inside them(as long as sufficient MSP are available) or if Hangar Bays allow the mothership to use its Engineering spaces to repair the ships inside the HBs.  All I can suggest is to SpaceMaster some Maintenance Bays into your fighter base PDCs and try it.

(Don't forget to go to the Units screen and highlight the PDC in question to make sure Aurora has updated the record after making the SM changes.)
 

Offline Paul M

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Re: Dumb newbie mistakes to avoid
« Reply #68 on: November 13, 2017, 02:47:22 AM »
Bases can't be built with engineering spaces.  They can accept maintenance bays though.  I am not at all sure if you can have damage control on a PDC either.   At least this is true in the version I am playing, if it changed I am behind the times.
 

Offline vorpal+5

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Re: Dumb newbie mistakes to avoid
« Reply #69 on: November 13, 2017, 04:12:34 AM »
Thanks guys, much appreciated!
You can't scrap fighters and get back something, right, unless you do a destroy and salvage them with a salvager? The clean way is to delete them?
When you scrap a ship, you get back minerals, but do you get build points for real?
 

Offline Paul M

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Re: Dumb newbie mistakes to avoid
« Reply #70 on: November 13, 2017, 07:30:51 AM »
When you scrap a ship you get back the systems installed in it (weapons, engines, sensors, shield generators, and a few other things) and some general minerals (I am not 100% sure that is the case actually).   When you scarp a fighter you get back the systems installed in it (engines, and sensors in my case) and some minerals.  You can scarp fighters from the "stockpile" view of the industrial operations page.  Push the stockpile button and you will see how many missiles and fighters you have at the planet.  Select the fighters you want to scarp and push scrap.  Just note that you will scrap all the fighters of that type that are present, you can't scrap say 6 of the 12...it is all or nothing.

You can then scrap the recovered systems for 30% of the minerals used to make them.  So I can scrap my transport ships and get (as an examples) their commercial engines out of them, then scrap the engines for 30% of the galacite used to build them.

You don't get "build points back" as they just determine how long a particular yard needs to build the ship.  Also it takes time to scrap a ship...but fighters are instantaneous.   In my AAR (I should update that) you see the "space frame renewal program" that was me scrapping just about every ship I had and rebuilding them.  With the time you save due to reusing systems that is often about the same time as a new build from scratch.

I hope this makes sense.   You can also scrap your old missiles, which yields a surprising amount of fuel and minerals.  Missiles soak up a lot of galacite and fuel.
 

Offline vorpal+5

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Re: Dumb newbie mistakes to avoid
« Reply #71 on: November 19, 2017, 11:52:13 AM »
Yes it does, thanks much appreciated.

Unrelated, but I don't want to open too many threads on my name. How do you use a lifeboat to save your crew before an imminent destruction? Do I have to eject the very small craft, put the commander on board (not very courageous of him!), wait for my ship to blow up and then catch the survivors with the lifeboat?
I would like to put all the crew in the lifeboat before the main ship is blown up!

Or wait... I abandon the ship, it creates a wreck with all people in a lifeboat that I grab with my own lifeboat?
 

Offline Barkhorn

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Re: Dumb newbie mistakes to avoid
« Reply #72 on: November 19, 2017, 12:52:26 PM »
Launch a small craft, abandon the main ship, then pick up the life pods.  Those life pods should have everyone; you only lose people if the ship is destroyed by incoming fire, not if you abandon it.
 

Offline vorpal+5

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Re: Dumb newbie mistakes to avoid
« Reply #73 on: November 29, 2017, 12:26:52 AM »
Once a CMC is set up, can I put my own automines while still having the CMC being able to grow further?
 

Offline Paul M

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Re: Dumb newbie mistakes to avoid
« Reply #74 on: November 29, 2017, 02:13:45 AM »
Once the CMC is founded you can put a colony of your own on the body without interfering with the growth of the CMC.