Aurora 4x

New Players => The Academy => Topic started by: serger on May 08, 2016, 05:58:00 AM

Title: Group Jumping question
Post by: serger on May 08, 2016, 05:58:00 AM
1st of all - big thanks for this beautiful old-style game! After a pair of newbie starts with utterly wrong game options, I have now my 1st longterm campaign, and this is great crazy amusement!
And now I have one newbie question, that I venture to ask here, 'cause Aurora wiki is down and I cannot read an answer there.

So, version 7. 1 (not 7. 2! that was my fail, I miss to update installation in time), and I built my first set of commercial interstellar ship designs, and among them a heavy jump capable tug for those cases, when I need to drag some of those regular ships from systems, still not connected with 2-way jump gate.
But when I try to use this jump capable tug exactly for her mission - I have only a transit failure messages!

Here are those ships in question.

Incapable jump tug:
Code: [Select]
Kreios I class Jump Tender    36 850 tons     322 Crew     1494.4 BP      TCS 737  TH 4000  EM 0
5427 km/s    JR 2-25(C)     Armour 1-98     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 4     PPV 0
MSP 104    Max Repair 100 MSP
Intended Deployment Time: 8 months    Spare Berths 3   
Tractor Beam     

JC 2x40000     Max Ship Size 40500 tons    Distance 25k km     Squadron Size 2
DC Heavy Interim MP (10)    Power 400    Fuel Use 5.3%    Signature 400    Exp 5%
Fuel Capacity 1 000 000 Litres    Range 92.2 billion km   (196 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes

And unlucky freighter, stuck in frontier star system:
Code: [Select]
City II class Freighter    38 900 tons     150 Crew     812 BP      TCS 778  TH 2000  EM 0
2570 km/s     Armour 1-102     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 13    Max Repair 100 MSP
Intended Deployment Time: 6 months    Spare Berths 1   
Cargo 25000    Cargo Handling Multiplier 10   

DC Heavy Interim MP (5)    Power 400    Fuel Use 5.3%    Signature 400    Exp 5%
Fuel Capacity 500 000 Litres    Range 43.6 billion km   (196 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes

Several SM testings just confused me finally with contradictory results.

I read old threads here, and see 2 unexpected things, though there was about old versions of game, but. . :

1. Jump squadron size was limited with SUM of ship sizes, not with max ship size, that is wrote in jump engine description.
2. Jump squadron size was limited with jump capable SHIP size, not with her DRIVE max ship size.

So, the question is: which of those 2 game mechanics features still actual in 7. 1 version and are they actual for both commercial and military designs?
Title: Re: Group Jumping question
Post by: rorror on May 08, 2016, 07:01:31 AM
There is a bug that when your jump ship is not exact or bigger then the ship you want to jump, it wont go, even if the jump drive is the same size.

I have had a lot of problem, when jumping to a system was possiable, but the way back, my ships where to big.
Now i use SM edit, to correct the fenomen. (edit the ships to the right size.)
Title: Re: Group Jumping question
Post by: Prince of Space on May 08, 2016, 07:54:49 AM
It's not a bug. It's working as intended. The jump tender needs to be at least as big as the piggybacking ship(s). Any extra capacity on the jump tender's jump drive is ignored.

Throw some more fuel or engines or even armor on the jump tender to get it's size up to 40,000 tons or so and you'll be set. Your second description is accurate.
Title: Re: Group Jumping question
Post by: rorror on May 08, 2016, 07:57:51 AM
It's not a bug. It's working as intended. The jump tender needs to be at least as big as the piggybacking ship(s). Any extra capacity on the jump tender's jump drive is ignored.

Throw some more fuel or engines or even armor on the jump tender to get it's size up to 40,000 tons or so and you'll be set. Your second description is accurate.

Tnx, for correcting my lines of text and for giving me a beter insight of the game.
Title: Re: Group Jumping question
Post by: serger on May 08, 2016, 10:09:59 AM
Well, my beatiful plans with some neatly specialised ship designs was broken completely. . .  :)
Thanx!
Title: Re: Group Jumping question
Post by: linkxsc on May 08, 2016, 10:29:21 PM
Wow been playing this for a year and a half and i didnt even know that this was a rule... but itend to only use self jumping ships, fleet tenders of identical size to the fleet they support, or gates.

Well recommends to the op, fuel and engines. Usually cant go wrong deagging around some extra fuel.
Title: Re: Group Jumping question
Post by: serger on May 12, 2016, 11:29:49 AM
Well, 2nd try. 

Here is my new heavy jump capable tug:

Code: [Select]
Atlas I class Tug    52 400 tons     438 Crew     2698.8 BP      TCS 1048  TH 7500  EM 0
7156 km/s    JR 2-25(C)     Armour 1-124     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 4     PPV 0
MSP 129    Max Repair 125 MSP
Intended Deployment Time: 48 months    Spare Berths 2   
Tractor Beam     

JDC 7000/2x52500t     Max Ship Size 52500 tons    Distance 25k km     Squadron Size 2
DC Heavy Interim ICF (15)    Power 500    Fuel Use 3.54%    Signature 500    Exp 5%
Fuel Capacity 5 000 000 Litres    Range 485.2 billion km   (784 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes

And here is a gate builder station, that I try to pull through the jump point:

Code: [Select]
Unity I class Construction Ship    51 200 tons     110 Crew     1235 BP      TCS 1024  TH 0  EM 0
1 km/s     Armour 1-122     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 15    Max Repair 10 MSP
Intended Deployment Time: 72 months    Spare Berths 0   
Jump Gate Construction Ship: 180 days


This design is classed as a Commercial Vessel for maintenance purposes

The same result!

What.  I.  Am.  Doing.  Wrong? Exclamation point. 
Title: Re: Group Jumping question
Post by: Erik L on May 12, 2016, 02:38:30 PM
It might be the fact your construction ship does not have an engine.
Title: Re: Group Jumping question
Post by: serger on May 12, 2016, 02:45:15 PM
So, there is no way to transport station through the jump point in tow?
Title: Re: Group Jumping question
Post by: Erik L on May 12, 2016, 03:08:14 PM
I do not believe so.
Title: Re: Group Jumping question
Post by: MarcAFK on May 13, 2016, 06:50:58 AM
Is this with squadron jump or standard transit?
Title: Re: Group Jumping question
Post by: Sheb on May 13, 2016, 10:18:47 AM
What if you tug the station to the jump point, uncouple them, then order the station to jump?
Title: Re: Group Jumping question
Post by: 83athom on May 13, 2016, 04:08:12 PM
What if you tug the station to the jump point, uncouple them, then order the station to jump?
That does work.
Title: Re: Group Jumping question
Post by: serger on May 14, 2016, 03:20:01 PM
Quote from: MarcAFK link=topic=8635. msg91022#msg91022 date=1463140258
Is this with squadron jump or standard transit?
Any of them.
Title: Re: Group Jumping question
Post by: serger on May 14, 2016, 03:24:25 PM
Quote from: Sheb link=topic=8635. msg91031#msg91031 date=1463152727
What if you tug the station to the jump point, uncouple them, then order the station to jump?
How could this station jump without jump drive?. .
Title: Re: Group Jumping question
Post by: serger on May 14, 2016, 03:55:02 PM
Quote from: Erik Luken link=topic=8635. msg90995#msg90995 date=1463081910
It might be the fact your construction ship does not have an engine.
This modification have the same result:

Code: [Select]
Unity IIb class Construction Ship    52 500 tons     115 Crew     1448 BP      TCS 1050  TH 25  EM 0
23 km/s     Armour 1-124     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 17    Max Repair 10 MSP
Intended Deployment Time: 72 months    Spare Berths 0   
Jump Gate Construction Ship: 150 days

DC Mini Economic NTE (1)    Power 25    Fuel Use 0.54%    Signature 25    Exp 2%
Fuel Capacity 5 000 Litres    Range 3.1 billion km   (1543 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes
Title: Re: Group Jumping question
Post by: MarcAFK on May 15, 2016, 01:39:01 AM
As 83athom already mentioned, you need to uncouple the station from the tug when it reached the jump point, jump the station alone, then jump the tug and recouple the station to continue taking it to wherever. I don't remember it being such a hassle, but I rarely use tugs.
Btw your updated design is 100 tons too heavy for the tug. I reccomend shoving some more fuel onto the tug to make it an even 52,500 tons.
Title: Re: Group Jumping question
Post by: serger on May 15, 2016, 03:31:52 AM
MarcAFK, I'm still don't understand how are you suggesting my station to jump without jump drive...

As for tug size - thanx. I was absolutely sure, that Atlas have a mass of 52,500 tons precisely, but smth with my brain went wrong again.  :-\
Modified tug with additional fuel tanks successfully towed this station through the jump point just now.

So, finally:
If you want to tow your stations through the jump points without gates and without stops, than you have to remember, that:
1. Jump capable tug must have a mass greater or equal to station, that she tow, not only a jump drive with this mass capability.
2. Station in question must have an engine to follow the tug through the jump point without jump gate, although you have no need to order this TG to release tractored ship (= to use their own engine for every ship in question) before every jump.

It looks a bit paradoxical, but it works and release you from additional boring micromanagement with jump tramps.
Title: Re: Group Jumping question
Post by: formicae on May 15, 2016, 06:57:40 AM
If you want to tow your stations through the jump points without gates and without stops, than you have to remember, that:
1. Jump capable tug must have a mass greater or equal to station, that she tow, not only a jump drive with this mass capability.
2. Station in question must have an engine to follow the tug through the jump point without jump gate, although you have no need to order this TG to release tractored ship (= to use their own engine for every ship in question) before every jump.

I was having some trouble with this a while back (but still at 7.1), and my conclusion was that the use of jump tugs is more hassle (and possibly bugs) than it's worth.

It's been a while, but this is what I remember:
If you want to confirm these in some SM sandbox, then I'll advise you not to modify classes of ships which already exist. My first attempt to add an engine to a station was by unlocking the design and adding an engine to it, and it worked without fuel, but only for those ships which already existed. Any new stations I made with the new design promptly complained about a lack of fuel and refused to be tugged anywhere.
Title: Re: Group Jumping question
Post by: seronis on May 15, 2016, 07:32:44 PM
What is even the point in checking ship types for jumping?  Sorry but once a hole is punched in space that hole is a generic spatial distortion while it lasts and its not gonna care about whether a ship is military or commercial passing through.  This is really a pointless limitation that adds nothing to gameplay, reason or fun.   And actively detracts from all 3.
Title: Re: Group Jumping question
Post by: sublight on May 16, 2016, 09:02:02 AM
Engine type, not ship type. Military ships powered by commercial engines can use commercial jump drives. However I have only used tugs with jump gates so there could be a bug where the lack of a commercial engine on an engineless ship is preventing commercial jump drive tug operation. Redundant: see formicae's post

As for why military engines can not be used with commercial:

a) Game balance.

B) [technobabel] ... however the high power of military engines can easily destabilize the loosely spun gate rifts generated by bulk civilian tech and can only transit gates generated with tight milspech precision or supported by gate structures... [/technobabel]
Title: Re: Group Jumping question
Post by: seronis on May 16, 2016, 10:28:31 AM
Its not game balancing though. I would be interested in any explanation that could detail why its a balance and not just a random hindrance.
Title: Re: Group Jumping question
Post by: Paul M on May 17, 2016, 03:56:15 AM
It is game balancing when you consider civilian jump drives have a capacity 10x that of a miltary one.  For the NCNs Sirocco class CA the research for the jump drive alone is nearly a year as it has to be capable of 18,000 tonnes (some 3000+ RP).  If I could use a civillian jump engine that would be trivial as a 20,000 tonne civillian jump engine is cheap to research.  I'd assume it is also much smaller than the equivelent miltary one as well.

Since civillian ships are 10x larger (basically because Steve wants this to be so)...then you have to have differentiation between civillian and miltary drives.  A milary jump drive can transit any ship through a jump point regardless of engine type but limited in size.  Civillian jump drives only work on civillian ships for whatever reason...but in game terms purely for balance.
Title: Re: Group Jumping question
Post by: Sheb on May 17, 2016, 05:42:59 AM
MarcAFK, I'm still don't understand how are you suggesting my station to jump without jump drive...

When a jump ship is sitting on a jump point, it works as a jump gate, letting vessel (that aren't too big) jump through the JP.
Title: Re: Group Jumping question
Post by: serger on May 18, 2016, 11:29:47 AM
When a jump ship is sitting on a jump point, it works as a jump gate, letting vessel (that aren't too big) jump through the JP.
Oh my...
I miss this feature completely from the beginning!
Thank you!