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Posted by: Starslayer_D
« on: February 27, 2012, 12:03:05 PM »

I second that.
Posted by: Paul M
« on: February 27, 2012, 02:46:22 AM »

Thanks Steve, hopefuly you get a chance to help us out soon.
Posted by: Steve Walmsley
« on: February 26, 2012, 02:48:34 PM »

I've noted the posts about SA. I tried opening the code today for the first time in years but I got a lot of load errors. I think they related to crystal reports, which was used in SA but is not installed on this PC. At the moment I can't compile or run SA. I will have to play around with it at some point. Unfortunately, I have very little free time at the moment. Hopefully, that situation will improve before too long.

Posted by: Starslayer_D
« on: February 20, 2012, 09:16:10 AM »

I looked into the db today, but was not able to discern why LWH would not be displayed in the class loadouts after leaving the loadout window.
Posted by: Paul M
« on: February 20, 2012, 08:36:19 AM »

The tendency to shoot at a ship till it pops renders damage control rules rather less useful then they might be.

Thanks for printing up the rules on the ML and MR, I had noticed as well I could not find them anywhere.  I need to figure out what armoured XO racks are now but I think that is the UTM.
Posted by: Starslayer_D
« on: February 19, 2012, 06:10:15 PM »

AFAIK, emergency repairs are not covered. Steve's Rigellian battles were usually very one-sided in terms of survivors.

As for the NC damage button, the mouse over help says it all. If you press it, part of the ship window changes to allow you to mark off induvidual tech systems.
Posted by: Starslayer_D
« on: February 19, 2012, 06:05:43 PM »

The relevant info on the two systems as copied from the tech research window under the information button.

BTW Steve, that information vanishes down the bunny-hole once you develop the systems. Luckely an NPR just had hit TL6 so O copied and saved to a txt-file.
Minelaying Rules (optional)
Currently the Commercial Freight Network can transport and lay almost unlimited quantities of mines quickly and extremely cheaply without requiring any specialised training or equipment. Furthermore, the CFN is always available wherever you need it to be. While that is fine for handling the complexities of maintenance shipments, it leads to unrealistic flexibility in the area of minelaying. Starfire mines are complex pieces of equipment with built in sensors, datalink and engines that are designed to be left in place for years waiting for a hostile ship to come within their reach. In reality, dedicated ships would be needed to transport, lay and calibrate mines. These rules provide an alternative to the current abstract system. If you are using this system in a campaign, the CFN cannot transport and/or lay mines. Under these rules, mines are transported in Mine Racks (MR) and either deployed or retrieved by a Minelaying System (ML). Currently, five patterns of mines can be transported in a single hold. A Mine Rack has specialised equipment designed to allow deployment or retrieval by the Minelaying System while also providing the safe environment needed for transport. Therefore the capacity per hull space is slightly reduced from five to four.

Minelaying System (ML)
TL6, 3HS, Cost 50, Development Cost 3000
Starfire mines are complex pieces of equipment with built in sensors, datalink and engines that are designed to be left in place for years waiting for a hostile ship to come within their reach. Specially designed ships are needed to transport, lay and calibrate mines and the Minelaying System provides that capability. A single (ML) can position and set-up one hundred mines (two patterns) per day, or three thousand mines (sixty patterns) per strategic turn. For example, a ship equipped with three (ML) could lay a one hundred and eighty pattern field every month. Deactivating an existing field and loading the mines onto the minelayer is a faster operation as the complex calibration of sensors and datalink associated with minelaying is not necessary. However, care is still needed when devices carrying fusion or anti-matter warheads and designed to explode when a ship is nearby are being loaded into a ship’s mine racks. One (ML) system can make safe and then retrieve three hundred mines per day (6 patterns) or nine thousand mines (180 patterns) per strategic turn. Mines laid or retrieved by an (ML) system are unloaded from or loaded into the mounting ship’s mine racks (see Mine Racks (MR)). (ML) is a military system.

Mine Racks (MR)
TL6, 3HS, Cost 5, Development Cost 1000
Mine racks are storage compartments for mines in an inactive state. An (ML) system can only deploy mines from, or load mines into, a Mine Rack. Each Mine Rack can transport six hundred mines (twelve patterns). Newly constructed mines that still have all the factory installed safeguards in place or mines in a Mine Rack on a different ship can be loaded directly into Mine Racks by tractor beams at normal cargo handling rates, that is ten csp per tactical turn per tractor beam. Therefore one tractor can load or unload all the mines in one Mine rack in one hour (12 x 100csp = 1200. 1200/10 = 120 turns = 60 minutes). Tractors cannot deploy mines ready for activation or retrieve deployed mines; they can only load them into a Mine Rack or transfer them to another Mine rack. Mine Racks do not have the 1 csp per tactical turn ability of a normal cargo hold so except for a Minelaying System only tractors can load or unload mines from a Mine Rack.
Previously deployed mines that are deactivated by a Minelaying System are loaded into a Mine Rack by the (ML) at the rate of three hundred mines (six patterns) per day. This is due to the speed at which a (ML) can make mines safe and retrieve them than any loading limitation on the part of the (MR). Therefore, a single Minelaying System working on an existing minefield will take two days to fill a Mine Rack to its six hundred mine capacity and can fill fifteen Mine Racks in a single strategic turn. (MR) is a military system.

Example Designs:

Small Minelayer class DD           30 Hull    TL 6
[3] HQs(I)(I)(I)(I)(I)(I)(MR)x5T(ML)Qs(I) [7]
30 RCP  20 MCP       Trg:1        Cost =  331/ 49.7
HTK 17   Tx1
Designed as a self-contained minelaying unit, the Small Minelayer can carry sixty patterns of mines and deploy them in a single strategic turn. A small flotilla of six ships, costing about the same as a battlecruiser, could carry three hundred and sixty patterns of mines and lay them in a minefield in one month.

Fast Minelayer class DD            30 Hull    TL 6
[3] HQs(I)(I)(I)(I)(I)(I)T(MR)(MR)(ML)x4Qs(I) [7]
30 RCP  20 MCP       Trg:1        Cost =  451/ 67.7
HTK 17   Tx1
Although the fast minelayer is not designed to work in isolation, with the right support ships. It can lay two hundred and forty patterns of mines in a single strategic turn. However, it only takes three days of minelaying for the ship to use up the twenty-four patterns in its two mine racks. The racks are then reloaded by support ships within a couple of hours and the ship resumes minelaying operations.

Mine Support Ship class FT4            30 Hull    TL 6
[3] HQs(I)(I)(I)(I)(I)(I)QsT(MR)x6(I) [7]
30 RCP  20 MCP       Trg:1        Cost =  291/ 43.7
HTK 17   Tx1
This is a small, cheap transport that carries additional mines for the Fast Minelayer. With its six mine racks, the Mine Support Ship carries seventy-two mine patterns, providing enough mines to supply the Fast Minelayer for nine days. A small flotilla of three MSS and a Fast Minelayer will carry two hundred and forty patterns of mines and can lay them in a single month.

As a comparison, with a mission to lay a minefield of 240 patterns in a month, four Small Minelayers would cost 1324 MC while a Fast Minelayer and three Mine Support Ships would also cost 1324 MC. Depending on the size of the field and the urgency of the laying, different combinations will be appropriate. Larger or smaller ships are obviously possible and ship designers can experiment with the best possible designs for different situations.
Posted by: Tregonsee
« on: February 19, 2012, 05:12:54 PM »

Well, sorry I could not help you, but you might be able to help me.  Does SA do Emergency Repairs, and if so, HOW?

Also, what is the NC Damage button on the Individual Unit details screen (F6)?

The two questions might be related.
Posted by: Paul M
« on: February 18, 2012, 11:03:50 AM »

These are new systems that Steve introduced with the last version of SFA.  Unfortunately, unlike the supply rules these tech systems are not fully implemented.

A MR is a "mine rack" it should be able to carry 12 mines, currently it isn't set to carry anything which rather borks up a minelayer that has them.  Also the program doesn't track them in the same way it tracks magazines or holds for the purposes of showing what is carried and allowing you to load them from the system items pannel.

Also Starslayer informs me that the laserwarhead is not showing up in magazines.

Posted by: Tregonsee
« on: February 18, 2012, 07:56:29 AM »

Right, but I do not understand what you mean by (MR) and (ML) systems.  If you are referring how to deal with mines in SA, it is part of 'System Items'
Posted by: Paul M
« on: February 17, 2012, 11:31:13 AM »

I am refering to Starfire Assistant.
Posted by: Tregonsee
« on: February 17, 2012, 09:53:51 AM »

What version of Starfire are you referring to?
Posted by: Paul M
« on: February 17, 2012, 02:45:02 AM »

In our current campaign we just hit TL6 and decided to use the (ML) and (MR) systems.  Unfortunately there is a major hitch.  The (MR) has no associated capacity, nor is there an option for it to be loaded with mines.

Has anyone got a solution to this?

If not looks like the MR is an un-usable system.  Starslayer may be able to do voodoo on the databases if someone can say what needs to be done, else I think we have to do modify the csp cost of a pattern to 125 csp, and then just require the development of the (MR) but just use sets of 3 H to simulate it in the ship plan.  I can't see any other way that doesn't involve massive changes to various pop up windows (the small craft/items one in particular) but my knowledge of access database programming is non-existent.  We can build the ships with MR to ensure the design can be done properly then in a final step swap them out for 3H's as not that terrible work around, but it would be preferable if the (MR) could be made to work as intended...guess Starslayer and I are "alpha" testers for it!

This is a general appeal for help, suggestions, condolences etc.
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