Posted by: Theodidactus
« on: October 20, 2014, 10:35:33 PM »hey man when the tiny navsat dish fails, my men can fix it.
Knossos Starbase: Hanger Module class Space Station 50000 tons 915 Crew 5651.0801 BP TCS 1000 TH 0 EM 0
1 km/s Armour 5-120 Shields 0-0 Sensors 1/1/0/0 Damage Control 61 PPV 0
Annual Failure Rate: 316% IFR: 4.4% Maintenance Capacity 4309 MSP
Parasite Capacity 40000 tons Magazine 180 Flight Crew Berths 17
Fuel Capacity 200 000 Litres Range 0.0 billion km (0 days at full power)
House Norman Navsat Dish (1) Sensitivity 1.4 Detect Strength 1000: 1.4m km
This design is classed as a military vessel for maintenance purposes
Knossos Starbase: Hanger Module class Space Station 50 000 tons 915 Crew 5651.08 BP TCS 1000 TH 0 EM 0
1 km/s Armour 5-120 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 61 PPV 0
Maint Life 50.77 Years MSP 4309 AFR 327% IFR 4.6% 1YR 3 5YR 49 Max Repair 12 MSP
Intended Deployment Time: 6 months Flight Crew Berths 1
Hangar Deck Capacity 40000 tons Magazine 180
Fuel Capacity 200 000 Litres Range N/A
House Norman Navsat Dish (1) Sensitivity 1.4 Detect Sig Strength 1000: 1.4m km
This design is classed as a Military Vessel for maintenance purposes
seems to me the fix is simply to add one tiny breakable component and a few engineering bays. My hangers will probably run a CIWS..But then its not truly infinite, and you will have to add engineering on top of the ciws.
..., so maybe I will later post some laboratory evidence.Ok, I have now tested a ~12kt ammunition container until maintenance clock 3 and have to say that there is definitely some error spawn. Occasionally I got 6 consecutive windows of error 3021 (ApplyMaintenanceFailure) after an interval. Those are not breaking and can just be clicked away while the ship appears to function properly, but you will have to decide if you want to bear with that. I suppose it is also 6 errors per ship with those parameters, so if you do that a lot you might eventually get an interruption upon nearly every interval, or just increasingly more windows, which might become too much at some point.
When people put weapons on something they usually want them to be effective in a fight.
Or you can just ignore it. Morale is important when fighting, but aside from that there's nothing stopping you with having a base 100 years past the intended deployment time. I'm pretty sure you could role-play a reason why it works, like having a colony ship periodically visit the complex to provide a crew rotation.