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Posted by: liveware
« on: June 21, 2020, 01:34:57 PM »

I believe that the clock runs in commercial hangars though.
Maintenance clock does, but deployment clock does not. In fact it winds back, probably the same as with a military hangar.

You could stick a station with a military hangar inside a station with a commercial hangar. Ships docked with the military hanger will rewind their maintenance clock and their deployment clock. However the military hangar station itself will tick up it's maintenance clock when docked in the commercial hangar station.

The solution is easy, dock the commercial station into a bigger station with military hangars - I would call it the babushka class hangar carrier/tender

That works too but I am not sure you gain much by having a smaller dedicated military hanger within another military hangar. There would also be other design trade offs since now you would have a larger military ship rather than larger commercial ship.

The thing I like about the larger commercial ships is that they have no MSP upkeep.

That said, if spoilers are already in-system, MSP upkeep is probably a lesser concern than survival.
Posted by: Droll
« on: June 21, 2020, 01:20:58 PM »

I believe that the clock runs in commercial hangars though.
Maintenance clock does, but deployment clock does not. In fact it winds back, probably the same as with a military hangar.

You could stick a station with a military hangar inside a station with a commercial hangar. Ships docked with the military hanger will rewind their maintenance clock and their deployment clock. However the military hangar station itself will tick up it's maintenance clock when docked in the commercial hangar station.

The solution is easy, dock the commercial station into a bigger station with military hangars - I would call it the babushka class hangar carrier/tender
Posted by: liveware
« on: June 21, 2020, 01:18:33 PM »

I believe that the clock runs in commercial hangars though.
Maintenance clock does, but deployment clock does not. In fact it winds back, probably the same as with a military hangar.

You could stick a station with a military hangar inside a station with a commercial hangar. Ships docked with the military hanger will rewind their maintenance clock and their deployment clock. However the military hangar station itself will tick up it's maintenance clock when docked in the commercial hangar station.
Posted by: Ulzgoroth
« on: June 20, 2020, 05:45:18 PM »

I believe that the clock runs in commercial hangars though.
Maintenance clock does, but deployment clock does not. In fact it winds back, probably the same as with a military hangar.
Posted by: Thrake
« on: June 20, 2020, 04:59:43 PM »

Edit: misleading, thanks for correcting me.
Posted by: skoormit
« on: June 20, 2020, 04:55:19 PM »


- snip -


Build a space station with enough maintenance modules to support your fleet, and tow it (or transport it in a hangar) to the desired spot.
While your fleet is at the same location, their maintenance clock won't run and they won't suffer breakdowns.
Instead, they will use MSP from the station's supply. MSP per year = 1/4 of each ship's BP cost.
In the long run, the MSP cost of constant maintenance is the same as the MSP cost of overhaul for the same service duration.
You will save MSP overall because you won't be spending any MSP on breakdowns.
And you can give your station as much MSP storage as you like to reduce the frequency of needed resupply missions.

Note that this will not prevent their deployment clocks from ticking up, so your ships will be perfectly battle ready, but your crews will be too exhausted to fight unless you give the maintenance base a recreational component, bring out a separate recreational station/ship, or set up a colony with enough population to act as a recreational area (It's between 1 and 10 million, but I don't remember specifically).

Or add commercial hangars to the station. Deployment clocks do not run while in a hangar.
Posted by: Marslettuce
« on: June 20, 2020, 02:48:24 PM »


- snip -


Build a space station with enough maintenance modules to support your fleet, and tow it (or transport it in a hangar) to the desired spot.
While your fleet is at the same location, their maintenance clock won't run and they won't suffer breakdowns.
Instead, they will use MSP from the station's supply. MSP per year = 1/4 of each ship's BP cost.
In the long run, the MSP cost of constant maintenance is the same as the MSP cost of overhaul for the same service duration.
You will save MSP overall because you won't be spending any MSP on breakdowns.
And you can give your station as much MSP storage as you like to reduce the frequency of needed resupply missions.

Note that this will not prevent their deployment clocks from ticking up, so your ships will be perfectly battle ready, but your crews will be too exhausted to fight unless you give the maintenance base a recreational component, bring out a separate recreational station/ship, or set up a colony with enough population to act as a recreational area (It's between 1 and 10 million, but I don't remember specifically).
Posted by: Zincat
« on: June 20, 2020, 01:22:10 PM »

You need to find many ancient constructs around the the galaxy, survey them with xenoarchaeological formations  and colonize those planets with a population of at least a million.

The more ancient constructs you have, the slower the rift will grow. If you have a LOT of them, it will eventually start shrinking and then close. It's a very large undertaking though.

In the meanwhile, have fun and say hello to your spoiler Invaders coming to kill you!

BTW, this thread should be moved to the appropriate subforum :P
Posted by: Kaiser
« on: June 20, 2020, 12:38:36 PM »

hi guys, an aether rift just formed in existing system. What am I supposed to do now? I can't see any command to explore it or to deal with.
You need to find and man Alien Installations to close Aether Rifts.  In the meantime, in Dwarf Fortress terms:  The Circus is coming to town.  Have Fun.  :)

I have already surveyed the system, there seems to be any ancient construction. Moreover the closest body to it has a mining company.
Posted by: SpikeTheHobbitMage
« on: June 20, 2020, 12:24:42 PM »

hi guys, an aether rift just formed in existing system. What am I supposed to do now? I can't see any command to explore it or to deal with.
You need to find and man Alien Installations to close Aether Rifts.  In the meantime, in Dwarf Fortress terms:  The Circus is coming to town.  Have Fun.  :)
Posted by: Kaiser
« on: June 20, 2020, 12:20:24 PM »

hi guys, an aether rift just formed in existing system. What am I supposed to do now? I can't see any command to explore it or to deal with.
Posted by: skoormit
« on: June 06, 2020, 04:32:28 PM »

Do I need to put as many maintenance modules to suit the tonnage of the fleet or just of a single ship, e.g x maintenance modules for 151k tons or x modules for 10k tons?

The tonnage of the entire fleet. They work exactly the same as planetary maintenance facilities.

The support rate is the same as the planetary facilities. 1kt per module to start, improvable with research.

(In VB, you only needed enough to support the largest ship. In C#, you have to support the total tonnage of all ships at the location.)
Posted by: Rince Wind
« on: June 06, 2020, 11:46:03 AM »

You could also just station a small commercial ship with commercial sensors.  It should be enough to tow an engineless "fighter" there.  A bit gamey, but possible.
Posted by: Kamilo
« on: June 06, 2020, 07:46:58 AM »

I discovered a aether rift a few systems away from Sol. Immediately I dispatched my diplomacy ship and military fleet (just in case shtf).

My diplomacy ship detected two vessels of unknown origin. Turns out the race didn‘t want to exchange information. My military fleet got rid of them without any resistance.

Now I‘m wondering how I can monitor the aether rift without stationing a fleet there (too much micro since they gotta resupply once in a while). Sadly the system dosen‘t have any planets just two stars.

Does anyone got into such an situation already or has a idea how to deal with it?

Build a space station with enough maintenance modules to support your fleet, and tow it (or transport it in a hangar) to the desired spot.
While your fleet is at the same location, their maintenance clock won't run and they won't suffer breakdowns.
Instead, they will use MSP from the station's supply. MSP per year = 1/4 of each ship's BP cost.
In the long run, the MSP cost of constant maintenance is the same as the MSP cost of overhaul for the same service duration.
You will save MSP overall because you won't be spending any MSP on breakdowns.
And you can give your station as much MSP storage as you like to reduce the frequency of needed resupply missions.

Do I need to put as many maintenance modules to suit the tonnage of the fleet or just of a single ship, e.g x maintenance modules for 151k tons or x modules for 10k tons?
Posted by: Vastrat
« on: June 05, 2020, 01:21:06 PM »

Deploy a few sensor buoys, it's low cost and effective.