Carriers?
Have the scouts land on them, then have the carriers set to do maintenance and overhaul?
I don't know, just throwing things out there... I haven't gotten too far into C# yet.
Given that carrier ops are a mess of micromanagement at the moment, I wouldn't think so.
- - - - -
Yes, that's an interesting idea! I'm still very early on, I did not think of using parasites yet with pre-historic technology, but one ship focusing on logistics and jump drive while dedicating parasites for survey sounds like a good idea. I could also use the mothership for grav scout logistics.
Though I'm not sure it would actualy decrease manual output. Well, in a way it would since all the parasites should require an overhaul at the same time rather than one by one.
Are you runnig an old version of the software where the "resupply at 20% MSP" conditional is bugged and doesn't ever activate?
Do you have five-, fifteen-, or even twenty-two-year deployment times on your ships? Lots of crew quarters tonnage, lots of fuel, very long maintenance lives?
If your ships are blowing up, you probably need to massively increase the amount of on-board MSP storage, or at least the rate at which they reload MSP.
There's also the little quirk that if a ship goes home because it's low on fuel, it won't load maint supplies while there. That's a separate order, and so at best the ship flies home, refuels, flies most of the way back to survey, turns around, flies home again to rload MSP, then flies back to the survey, then pretty soon flies home again for more fuel.
in short, unless there are supply ships or colonies in the system being surveyed, it's probably best not to rely on conditionals to keep your ships in fuel, MSP, and crew morale, and instead program trips home for overhaul, etc. Leave the default & conditional orders for mucking around in-system and plan your movement between systems.