Author Topic: Tugging through a jump point  (Read 2219 times)

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Offline Gump (OP)

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Tugging through a jump point
« on: December 25, 2013, 02:05:41 PM »
I thought I understood this but it turns out I was wrong :(

I am trying to Tug and Terraforming Base through a jump point to a colony cost 1.7 planet.

The designs are;

Code: [Select]
Tug Mk.1 class Tug 125000 tons     1004 Crew     4942 BP      TCS 2500  TH 14400  EM 0
5760 km/s    JR 2-25     Armour 1-222     Shields 0-0     Sensors 1/1/0/0     Damage Control 1     PPV 0
Maintenance Capacity 25 MSP
Spare Berths 11    Tractor Beam     

COM Jump Drive 126x2     Max Ship Size 126000 tons    Distance 25k km     Squadron Size 2
COM 50HS 400EP Magneto-plasma Drive (36)    Power 400    Fuel Use 4.42%    Armour 0    Exp 5%
Fuel Capacity 10,800,000 Litres    Range 351.9 billion km   (707 days at full power)


This ship is classed as a commercial vessel for maintenance purposes

Code: [Select]
Terraformer Mk.1 class Terraforming Base 101700 tons     410 Crew     2334 BP      TCS 2034  TH 0  EM 0
1 km/s     Armour 1-194     Shields 0-0     Sensors 1/1/0/0     Damage Control 1     PPV 0
Maintenance Capacity 14 MSP
Spare Berths 10   
Terraformer: 4 module(s) producing 0.0048 atm per annum



This ship is classed as a commercial vessel for maintenance purposes


To my understanding the Jump Drive on the Tug is large enough to transport the Tug and one other ship that is equal or small in size to the Tug.  When I tractor the Terraformer to the Jump Point and use the Standard Transit or Squadron Transit command I get an error message saying "Tug 001 cannot carry out its standard transit order as at least one ship is larger than the ship with the highest jump rating.  No friendly or allied jump ships are available for escort".

Can anyone please advise me where I have gone wrong.
 

Offline ollobrains

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Re: Tugging through a jump point
« Reply #1 on: December 25, 2013, 05:07:36 PM »
build jump gate
 

Offline MarcAFK

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Re: Tugging through a jump point
« Reply #2 on: December 25, 2013, 05:53:41 PM »
Well, squadron transit would require both ships to have jump drives, but standard transit should have worked as your tug does indeed have a large enough jump drive for itself, and the tug itself is larger than the towed vessel. You could try a slightly micro-managey work around, tow the terra former to the jump point, then instruct the terra former to standard transit by itself, which it should do as the tug will be aT the jump point, then jump the tug and tow the former to the planet. You could try permenantly stationing a ship with a large jump drive at the jump point and using jump driveless tugs, you would however need another drive ship on the otherside or else it would be a oneway trip.
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Offline sloanjh

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Re: Tugging through a jump point
« Reply #3 on: December 25, 2013, 10:01:36 PM »
Well, squadron transit would require both ships to have jump drives

I don't see why you think this.  In squadron transit, only one ship per TG has its jump drive active; the squadron size of that jump drive determines how many ships can be in that TG.  Since the squadron size is two here, the tug should be able to handle it.  In particular, if you had two jump ships, each of whose jump drives had a squadron size of 4, among a total of 8 ships, then you would need to make a squadron transit with the 8 ships divided into two TG of 4 each (each with a jump ship of course).  This is because the wormholes that the jump ships open will generally appear in different locations.

For the OP:  I also checked that both ships are classified as "civilian", so that's probably not the problem.

The only thing I can think of is that maybe you've stumbled upon a freaky bug due to the fact that your jump drive has 126kton capacity but the ship is only 125kton.

As a side note, I would strong recommend having separate jump ships and tugs.  The issue is that jump engines are expensive, and aren't being used when the ship is being used in a tug role.

John
 

Offline ollobrains

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Re: Tugging through a jump point
« Reply #4 on: December 25, 2013, 11:52:30 PM »
the micromanagement thing is probably the workaround short of buildin a gate
 

Offline alex_brunius

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Re: Tugging through a jump point
« Reply #5 on: December 26, 2013, 07:18:40 AM »
To my understanding the Jump Drive on the Tug is large enough to transport the Tug and one other ship that is equal or small in size to the Tug.  When I tractor the Terraformer to the Jump Point and use the Standard Transit or Squadron Transit command I get an error message saying "Tug 001 cannot carry out its standard transit order as at least one ship is larger than the ship with the highest jump rating.  No friendly or allied jump ships are available for escort".

Can anyone please advise me where I have gone wrong.

From what I understand as long as the tractor beam is active the ship are counted as a single ship from the game perspective.

This ship ends up being 226'700 ton large (tug + terraformer), which mean it's to large for the Jump Engine.

If you however disengage the tractor beam they should count as two separate ships again which should allow making the jump.
 

Offline Gump (OP)

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Re: Tugging through a jump point
« Reply #6 on: December 26, 2013, 01:46:22 PM »
Still no luck jumping the terraformer alone in the presence of the Tug, nor jumping with the tractor beam link broken.
I've retooled a shipyard to make a ship to build a jump gate.
 

Offline Paul M

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Re: Tugging through a jump point
« Reply #7 on: December 26, 2013, 03:50:44 PM »
The problem may be the fact that the terraformer has no engines and hence has a speed of 1 km/s; the game may not handle that for jump transits.  Usually it doesn't calculate times for things to happen at that speed which may be what the problem is.