Bullwinkle58 -> RE: ship repair anomaly (8/5/2014 2:38:59 PM)
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ORIGINAL: TAIL_GUNNER Here's what it looks like when I just have the I-15 assigned to the ARD....normal looking.... Could be some sort of display malfunction when an AR and ARD are both assigned. [image]local://upfiles/12316/38A22E512EFE4148A2D83B57B0D34C0E.jpg[/image] OK, with this screenshot to go with the original the light bulb went on. You have fallen into a code crack due to the highly unlikely nature of your damage (35 major float and not a point of anything else) and the repair capabilities of an AR. First, look at the screenshot above. This one is easy. 35 major float damage. You assign Repair Ship as the mode and since the ARD is present, empty, and can fix any and all float damage, I-15 goes in the ARD. 24 days from now it will come out, 100% repaired in all respects. No need for an # symbol since the ARD can do everything needed. I-4 is in the harbor with only the crew working on damage. In 5 days they will have fixed everything they can, but they won't be able to fix the 13 float damage, hence the # symbol. Second, look at the original screenshot in the first post. This is harder because you mix an AR with an ARD. Even though the game calls an ARD a "Repair Ship" it's really a shipyard, but only for floatation damage. It can't fix anything else. The AR CAN fix major float damage, but ONLY IF IT IS 5 OR LESS. Neither sub is 5 or less. So you order "Repair Ship" for both. The repair manager in the code sees both need the ARD. Here, it put I-4 in I believe. And here is also a second display quirk; I don't see any other way to explain the lack of a # symbol on I-4. Because the ARD and the AR are both "Repair Ship", even though they have vastly different capabilities, I believe the 18 days reflects the plan to fix the float in the ARD, then eject I-4 (behind the scenes) out of the ARD and finish the System and Engine with the AR. IOW, combined the two ships can fix everything, but because they're both Repair Ships in mode terms you don't have to hand-move them. OK. I-15 is trickier. She has only major float and as above, the AR can't do anything since it's over 5. Yet you ordered Repair Ship mode. But, the ARD is already stuffed full of I-4 and can only take one customer at a time. So, the display is trying to satisfy the requirements you ordered when it can't do them. Hence the "1 day" read-out, which is deceptive. In reality that number should be "infinity" or "never." Under these snapshot conditions I-15 will never be repaired. Not until the ARD is free. Without adding a new symbol to the report--a dash or something--the "1" stands in for "never." So why isn't there a # symbol next to the "1"? I think that could be a bug, or at least a highly-rare design feature. Since the code never gets to a calculation of actual repair time because the ARD is busy, it probably never executes the tests needed to determine if a # symbol is warranted. Yes, it would be useful, as it would alert that the "1" is really untrue. OTOH, any player who has more than a week's experience with the game knows that nothing repairs 35 points in a day. But as I said above, these starting conditions are incredibly rare. If I-15 had even one point of System damage and also needed the ARD I believe the display would show an #. It's very, very hard to get 35 major float and not a point of anything else. But you did. That's the best I can do on an explanation. Michael could of course throw cold water on it. In 18 days you should have an answer as well. I-15 at that point should go in the ARD and the "1" should re-calculate to the actual repair duration to fix the 35 major float.
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