Aeson
Posts: 784
Joined: 8/30/2013 Status: offline
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quote:
How do I improve repair times? I sent a construction ship out to repair the destroyer that's found in your starter system, and the repairs took about 1.5 years, game time. How do I speed this up? I expect that the baseline repair rate is dependent upon your Construction Yard (CY) component's capacity and may also be limited by your Manufacturing Plant (MP) components' capacity. For standard ship construction, CY capacity translates to floor(capacity/100) components installed per six in-game days and MP capacity translates to floor(capacity/100) components fabricated per six in-game days, though I do not know if the repair process follows similar rules. Furthermore, if I recall correctly, it is supposed to be the case that it takes longer to repair components for which you lack the requisite technology than it does to repair components for which you have the required technology. I would suggest, then, that if you want to increase the rate at which your construction ships can repair derelicts, you should research the technologies in the Energy and Construction tree which increase the capacity of your CY and MP components. Researching the technologies needed for the components present on the derelict(s) being repaired is also a good idea but can take a lot of time, and especially for particularly advanced derelicts it may very well take more time to research the technologies used by the derelict than it does to repair the derelict in the first place. Note that only one CY can work on a project at any given time; adding additional CYs to your construction ships will not speed repairs or increase the rate at which the ship builds new stations. I would also suggest that the damaged derelict in your home system is of extremely limited value; you should get a slight research bonus from repairing it early on because it has "advanced" technologies, i.e. it uses components for which you have not developed the required technologies, but if I recall correctly it lacks a hyperdrive and doesn't have anything particularly advanced on it (the components it uses are mostly or all unlocked by the first tier of technologies after the stuff you start a prewarp game with), and as a result it is likely to be too obsolete to be useful except maybe as a marginally-mobile defensive battery in the homeworld/home system defense role by the time your construction ship finishes repairing it. quote:
This irritated me enough that I included a hotkey in my mod to create a popup listing damaged components. There's a big difference in a ship with one armor component destroyed and one hyperdrive destroyed. For what it's worth, if you're reasonably familiar with the designs of your ships, you can figure out a lot about what components are destroyed simply by looking at the selection details panel with the ship selected. The maximum fuel capacity, maximum energy storage capacity, maximum shield capacity, rated sprint speed, rated firepower, and maximum weapons range are all accurate for the ship's operable components. If maximum fuel capacity is 0, all fuel cells on the ship have been destroyed; if maximum energy storage capacity is 0, all reactors on the ship have been destroyed; if maximum shield capacity is zero, all shield generators have been destroyed; if the rated sprint speed is 0, all sublight drive thrusters have been destroyed; if rated firepower is 0, all weapon components on the ship have been destroyed. If the hyperdrive is disabled (the hyperdrives of recently captured ships are disabled, and ion weapons might be able to knock hyperdrives offline for a little while) or destroyed, or (as is the case in the image provided) the design lacks a hyperdrive component, then (NO HYPERDRIVE) will be printed in the bar indicating a ship's current speed. Ships which lose all fuel cells or all weapons cease to be combat-capable, ships which lose their sublight drive thrusters can turn in place if one or more of their maneuvering thrusters remain operational but are otherwise immobilized, ships which lose their hyperdrives are trapped in the local area until the hyperdrive is repaired, and ships which lose their reactors are effectively dead as they are unable to fire weapons, move, charge their shields, or really do anything at all.
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< Message edited by Aeson -- 6/1/2017 4:31:12 PM >
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