Posted by: Erik L
« on: January 03, 2014, 09:01:27 AM »Better practice is to rev the ship. Use the Copy button and rename it. Maybe Steve could put in a pop up warning about changing ships designs that have ships already.
I suspect one of two things: (a) You altered the design, in spacemaster mode, after building the ships. The altered ships do not "register" the changes all at the same time. So maybe there are too few quarters now for the crew. Or (b), one of the ships may have suffered damage to a crew quarter and run out of maintenance supplies to repair it. This happens when they go on long tours, parts just start breaking down. You need to resupply the ships at Earth and then go into the damage control window to order the ship to repair the damaged part.
1) I have designed geo and grav survey ships as detailed in the tutorial, created 2 of each and ordered them to survey. After some time, they started running out of fuel while trying to get back to Earth to refuel. I changed the conditional to refuel when fuel is 50% or lower and expanded their fuel tanks to 100k but they are still running out of fuel. I have a tanker rescuing them but this is growing boring since the problem is happening like once per month with 4 ships total. Is there any way to avoid this or at least automate the rescue tanker?Your ships have very short range for survey ships. They have 109 days of fuel, right. Let's say you're doing 30 day turns. After two of those, you have use 60 days of fuel and have 49 days left. Not enough to come back the distance you've already flown! And that's assuming a best-case scenario. What if you get down to 55 days of fuel (just over half) and then hit the "30 days" button? Then you're 85 days out of port with 24 days of fuel left.
2) I created a fleet of 16 laser cruisers designed mostly according to the tutorial to satisfy protection requirements on Earth. I have them on task force training until they report they are losing morale, then I tell them to refuel and resupply and leave them without orders until they report they have completed their shore leave. However, when completing shore leave, some of them report the crew is suffering from overcrowding. What does this mean and how do I deal with the problem?I suspect one of two things: (a) You altered the design, in spacemaster mode, after building the ships. The altered ships do not "register" the changes all at the same time. So maybe there are too few quarters now for the crew. Or (b), one of the ships may have suffered damage to a crew quarter and run out of maintenance supplies to repair it. This happens when they go on long tours, parts just start breaking down. You need to resupply the ships at Earth and then go into the damage control window to order the ship to repair the damaged part.
Regarding the fuel that is really weird. Can you post a screenshot of the setting?
The only thing that comes to mind is the fact that the conditional order gets put behind the current orders (at the end of the list). In another words if you give it manual orders to survey Luna, Mars, Titan and asteroid 123, it will do all of those even if it runs below 50% of the fuel around Luna because the conditional order ends up being put at the end of the list. Or so it works with the primary/secondary orders. Maybe that's it?
I have 109 days at full power and range of 15. 8 bil km, which is much more than they should need to survey within Sol. I'll try updating designs to larger tanks and better engines, but I still don't understand why my conditional orders don't keep my survey ships safe from getting stuck without fuel in the middle of nowhere
Ah, I see. I guess I'll have to move my mines manually. Definitely don't want to populate the comet
However, when completing shore leave, some of them report the crew is suffering from overcrowding.
Yeah, I have them set up like that, but it seems that when the condition triggers they no longer have enough fuel to make it to the nearest colony, which is really strange considering that they should have 50% fuel left.If you have 51% fuel, you obviously have more than 50%. If you execute an increment long enough, your fuel might drop to 45%. (examples). This triggers the conditional, but the ship might be far enough away that it can't make it home.
As Steve mentioned, you need to increase the Intended Deployment time. After 3 months, your crews are looking to have some R&R time. Push it up to 18-24 months.Code: [Select]Hosho class Cruiser 4,600 tons 134 Crew 424.8 BP TCS 92 TH 200 EM 0
2173 km/s Armour 3-24 Shields 0-0 Sensors 12/12/0/0 Damage Control Rating 3 PPV 16
Maint Life 7.02 Years MSP 173 AFR 56% IFR 0.8% 1YR 6 5YR 92 Max Repair 32 MSP
Intended Deployment Time: 3 months Spare Berths 4
25 EP Nuclear Thermal Engine (8) Power 25 Fuel Use 76% Signature 25 Exp 10%
Fuel Capacity 100,000 Litres Range 5.1 billion km (27 days at full power)
12cm C2 Visible Light Laser (4) Range 80,000km TS: 2173 km/s Power 4-2 RM 2 ROF 10 4 4 2 2 1 1 1 1 0 0
Fire Control S04 64-2000 (1) Max Range: 128,000 km TS: 2000 km/s 92 84 77 69 61 53 45 37 30 22
Gas-Cooled Fast Reactor Technology PB-1 (2) Total Power Output 9 Armour 0 Exp 5%
Active Search Sensor MR0-R1 (1) GPS 16 Range 960k km Resolution 1
Active Search Sensor MR19-R100 (1) GPS 3200 Range 19.2m km Resolution 100
Thermal Sensor TH2-12 (1) Sensitivity 12 Detect Sig Strength 1000: 12m km
EM Detection Sensor EM2-12 (1) Sensitivity 12 Detect Sig Strength 1000: 12m km
This design is classed as a Military Vessel for maintenance purposes
Aren't quarters automatically taken care of by the "game"?
Really? I put some %, on mines, factories, labs and infratsructure, not more than 10% on any single one of them. I mostly checked the labs and I'm not seeing an increase in numbers, but maybe it just takes too long to complete a single lab.Yes, it is immediately active assuming you have the requisite population to work it. Research labs need to be assigned to a scientist first. They are expensive and time consuming to build. If I recall, they need 2400 minerals to build. If your build rate is 10/factory/year, and you assign 10% of the output to it... You'll get basically 1 per factory. So 50 factories gets you 50 pts per year. 1 Lab = 48 years.
When an installation is constructed, is it immediately active? If so, can an active installation be transported to another colony or do I have to do something to deactivate or package it first?
I totally missed that. Thanks.No problem
Makes sense. Does pre-TN game actually generate multiple nations on the starting planet?Nope. the pre-TN/Conventional start only means you start without the ability to build/research TN stuff. Additional nations require more work to set up, and probably should not be done prior to the release of 6.4 as war tends to break out really really fast without using SM mode to prevent it.
Thanks for prompt answers!Beats working
1) Try to design some fuel efficient engines. That will improve the length of time your survey ships can stay in action. BTW my survey ship in my current campaign has one million litres of fuel and fuel efficient engines. 100,000 litres with normal engines won't last that long. The fuel capacity line on the ship design should tell you how long the fuel will last.
2) Make sure you give them longer than the default 3 months for crew accommodation. You can adjust this at the top left of the Class Design window.
3) Shipping companies will only start building ships when you have a second populated colony.
5) That is how it works normally. If you build 20 mines than each one will appear as soon as it is complete.
Hi, everyone. I have a few problems I can't find a solution to. It would be great if more experienced players could give me some advice.
1) I have designed geo and grav survey ships as detailed in the tutorial, created 2 of each and ordered them to survey. After some time, they started running out of fuel while trying to get back to Earth to refuel. I changed the conditional to refuel when fuel is 50% or lower and expanded their fuel tanks to 100k but they are still running out of fuel. I have a tanker rescuing them but this is growing boring since the problem is happening like once per month with 4 ships total. Is there any way to avoid this or at least automate the rescue tanker?
2) I created a fleet of 16 laser cruisers designed mostly according to the tutorial to satisfy protection requirements on Earth. I have them on task force training until they report they are losing morale, then I tell them to refuel and resupply and leave them without orders until they report they have completed their shore leave. However, when completing shore leave, some of them report the crew is suffering from overcrowding. What does this mean and how do I deal with the problem?
3) I have designated a nearby comet as a colony and created a demand for automated mines. I build some automated mines on Earth and created a supply contract. However, my only commercial shipping company is not building any ships. I have subsidised them to 20k wealth but they still aren't building anything. I read that in the latest versions shipping companies make their own designs and build their own ships. Why isn't this happening to me? Do I have to design and research something for them, like maybe commercial engines and other modules?
5) Is it possible to set up industry jobs so that items are produced one by one, like in Dwarf Fortress and clones? For example, I may want 20 mines but I want them to become available one by one as they are produced, not to wait until all 20 are completed.
1. Conditional orders are two part, i. e. Refuel when 50%, at the nearest colony/tanker. Make sure you get the second part in there too.
2. Posting designs will go a long way to determining the cause, but it sounds like you do not have enough quarters on the ship.
Hosho class Cruiser 4,600 tons 134 Crew 424.8 BP TCS 92 TH 200 EM 0
2173 km/s Armour 3-24 Shields 0-0 Sensors 12/12/0/0 Damage Control Rating 3 PPV 16
Maint Life 7.02 Years MSP 173 AFR 56% IFR 0.8% 1YR 6 5YR 92 Max Repair 32 MSP
Intended Deployment Time: 3 months Spare Berths 4
25 EP Nuclear Thermal Engine (8) Power 25 Fuel Use 76% Signature 25 Exp 10%
Fuel Capacity 100,000 Litres Range 5.1 billion km (27 days at full power)
12cm C2 Visible Light Laser (4) Range 80,000km TS: 2173 km/s Power 4-2 RM 2 ROF 10 4 4 2 2 1 1 1 1 0 0
Fire Control S04 64-2000 (1) Max Range: 128,000 km TS: 2000 km/s 92 84 77 69 61 53 45 37 30 22
Gas-Cooled Fast Reactor Technology PB-1 (2) Total Power Output 9 Armour 0 Exp 5%
Active Search Sensor MR0-R1 (1) GPS 16 Range 960k km Resolution 1
Active Search Sensor MR19-R100 (1) GPS 3200 Range 19.2m km Resolution 100
Thermal Sensor TH2-12 (1) Sensitivity 12 Detect Sig Strength 1000: 12m km
EM Detection Sensor EM2-12 (1) Sensitivity 12 Detect Sig Strength 1000: 12m km
This design is classed as a Military Vessel for maintenance purposes
5. You do not need to dedicate 100% of your construction output to one project. Say you want more factories, more mines and some research labs. You can split those 33/33/34% and they will progress in that manner. For the second part, if you dedicate say 50% of your output to building 50 mines, as each mine is finished, it is available for use.
6. You can check the "show size in tons" box on the component design window. This should show you how much your launchers and mags will take. Missiles won't affect the mass of the ship. They will be counted under the magazines. So 100 ton mag will take 100 tons full or empty.
8. ICBM Launch controls are used in pre-TN games in ICBM silos. Basically special tech that allows you to build missiles that can only be fired at the planet that launched them.