Author Topic: Commercial Hangers (help)  (Read 512 times)

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Offline Penassa (OP)

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Commercial Hangers (help)
« on: June 15, 2021, 11:04:46 AM »
Hi all. 

How do commercial hangers work?

if i have lets say a ship with a commercial hanger will parasites reload? refuel? resupply? maintain?

now if the mothership is in orbit of a maintenance capable colony do parasites get maintained ?

basically what i want to do is to create a space space station with no engines.  so it orbits my colonies to provide a hanger space for defence fighter squadrons.  can i do this with commercial hangers (therefore using a commercial shipyard) or do I have to go the military route ?
 

Offline Blogaugis

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Re: Commercial Hangers (help)
« Reply #1 on: June 15, 2021, 11:30:53 AM »
Hi all. 

How do commercial hangers work?

if i have lets say a ship with a commercial hanger will parasites reload? refuel? resupply? maintain?

now if the mothership is in orbit of a maintenance capable colony do parasites get maintained ?

basically what i want to do is to create a space space station with no engines.  so it orbits my colonies to provide a hanger space for defence fighter squadrons.  can i do this with commercial hangers (therefore using a commercial shipyard) or do I have to go the military route ?
If You're playing with "No maintenance required" on, then commercial hangars are useful.
If not, their maintenance clock still goes on, when in commercial hangar. So, in this case, you're better off with a military hangar...

Commercial Hangars

But, according to the source, if you have the facilities inside a mothership or it is above a colony with supply capability, then commercial hangar should work.
 
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Offline nuclearslurpee

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Re: Commercial Hangers (help)
« Reply #2 on: June 15, 2021, 11:47:19 AM »
As far as I can tell from searching the forums, commercial hangars are able to reload ordnance including box launchers. That being said you will need to use commercial magazines to do so which are not exactly space-efficient.

However since commercial hangars do not maintain the ships in them they are not usually considered suitable for, say, trying to build maintenance-free CVs. In theory this could work if you put sufficient engineering + maintenance modules on your fighters but this is going to come at the cost of combat performance and attrition of the fighter force by maintenance failures.

The intended use case for commercial hangars is to build a large hangar which could be tugged or self-propelled, that forms part of your logistics arm and allows you to make repairs and reload box launchers on your larger ships while away from your fleet bases.
 
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Offline froggiest1982

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Re: Commercial Hangers (help)
« Reply #3 on: June 15, 2021, 06:17:31 PM »
Hi all. 

How do commercial hangers work?


http://aurora2.pentarch.org/index.php?topic=8495.msg103584#msg103584


if I have let's say a ship with a commercial hanger will parasites reload? refuel? resupply? maintain?


reload YES
refuel ? they should but I remember there were a few bugs on commercial hangars. Eventually, if you have the proper module installed in the ship they will be able to refuel as well anyway.
resupply YES (see here http://aurora2.pentarch.org/index.php?topic=12035.msg144587#msg144587)
maintain YES as long as the proper module is also installed in the ship or the colony where the ship is orbiting has enough maintenance facilities to cover their needs.

Also, all relative Collier, Supply Ship, and Tanker flags must be enabled and the parameters properly set under the Misc Tab.


now if the mothership is in orbit of a maintenance-capable colony do parasites get maintained?


With the Automatic Hangar Resupply from 1.13 onwards the answer is YES as long as you are using Military Hangars and the Mothership has enough MSP to fulfill requests. Commercial Hangars do not provide any maintenance by themselves so as long as the proper module is also installed in the ship or the colony where the ship is orbiting has enough maintenance facilities to cover their needs they will be maintained.


basically what I want to do is to create a space station with no engines.  so it orbits my colonies to provide a hanger space for defense fighter squadrons.  can I do this with commercial hangers (therefore using a commercial shipyard) or do I have to go the military route?


It is currently not possible in 1.13 to add any Hangar Deck or Boat Bay to Space Stations (No Armor flagged) therefore if you want to have a Space Station with Hangars you MUST use Commercial Hangars. Actually, it's not possible to add any military component to Space Stations in general rules here: http://aurora2.pentarch.org/index.php?topic=8495.msg106780#msg106780
If you want to go with the Military Option you'll have to build a massive carrier which will have to be built by a large enough Military Shipyard but will be effectively a carrier and will be subjected to the standard maintenance rules so that your maintenance capability in the colony must cover the total military tonnage (CV plus Parasites). Commercial Hangar Space Stations will then have the following:

PROs
Can be built by Factories
Do not add up on Military Maintenance of the colonies

CONs
Very big and hard to relocate
Cannot function by themselves
One missile could blow up all your ships

In conclusion, while the Commercial Hangars have their use in different situations, I mainly use them as Containers to transport Military Fleets and save fuel and possible Maintenance Failures during the trip and especially if such a trip is a long one. I don't find any reasonable motive to keep them anchored at colonies. I may use them as advanced logistic points in combination with maintenance modules when preparing for war and again only as containers to relocate Military Fleets in position. I think CVs are currently offering a much better all-in-one solution if you are thinking to use fighters as your main source of firepower and with the recent changes on automatic hangar resupply, all you need to ensure is that they have enough MPS to fulfill all parasites needs avoiding a lot of micromanagement and adding the necessary mobility if you need to quickly relocate your defences.

DISCLAIMER: All the above answers are based on my personal experience and I can expect to have missed a few points here and there. The purpose of this post was to answer to the best of my knowledge and if something is not correct please feel free to correct me and I apologize in advance.
« Last Edit: June 15, 2021, 09:45:00 PM by froggiest1982 »
 
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Offline Penassa (OP)

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Re: Commercial Hangers (help)
« Reply #4 on: June 16, 2021, 05:43:18 AM »
Thank you all very much for your input. 

In my RP playthrough I'm at the early stages of colonization and exploration (I have earth running out of resources) and have established 5 mining colonies near earth.  I have been keeping them "safe" by having fleets of 3000 ton Patrol craft.  mostly with PD capable turrets.  now as I explore more of the galaxy the chance of encountering a proper NPR increase tenfold.  therefore I'm looking to the future for colony defence:

1- build more PD capable Patrol craft (its the quick and easy option as i have all the necessary research and shipyards in place.  but only leaving me PD capable in case of attack)
2 - Build a larger Patrol Frigates with a PD & Strike Missile capability. 
3 - Build a robust Orbital Hanger that provides space for 2/3 Fighter squadrons (12 fighters per squadron) that way as tech changes the hanger will stay reasonable the same but the parasites can change through tech advancements and that way when in the far future I need an Offensive capability to my Navy i can easily do a carrier strike group with a CV and Frigates/Destroyer escorts.   

just weighing my options, as I'm still fairly new to the game. 
 

Offline Nori

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Re: Commercial Hangers (help)
« Reply #5 on: June 16, 2021, 04:38:30 PM »
They are very useful to transport military ships (fighters and FACs especially) to near the front lines or a different colony. However, this does require that you put maint facilities in as well.
Below is a example ship (which doubles as being able to move maintenance supplies. Note that you don't need the armor, that much MSP or the CIWS in some situations.
Code: [Select]
Gungnir 2150 class Carrier      175,000 tons       1,714 Crew       11,341.9 BP       TCS 3,500    TH 11,200    EM 0
3200 km/s      Armour 6-278       Shields 0-0       HTK 287      Sensors 0/0/0/0      DCR 11      PPV 0
MSP 30,040    Max Repair 400 MSP
Hangar Deck Capacity 30,000 tons     Cargo Shuttle Multiplier 9   
Lieutenant    Control Rating 1   BRG   
Intended Deployment Time: 3 months    Flight Crew Berths 600   
Maintenance Modules: 10 module(s) capable of supporting ships of 25,000 tons

CIFD EP1600 (7)    Power 11200    Fuel Use 2.21%    Signature 1600    Explosion 5%
Fuel Capacity 2,377,000 Litres    Range 110.6 billion km (400 days at full power)

CIWS-200 - 2146 (16x10)    Range 1000 km     TS: 20,000 km/s     ROF 5       
ASS11-R1 (1)     GPS 28     Range 11.2m km    MCR 1m km    Resolution 1

This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as a b for auto-assignment purposes
 
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