Aurora is on version 2.5.0 C#, available at the Aurora Forums.

Contact Erik on the forum for a wiki account.

C-Ship-Maintenance

From AuroraWiki
Jump to navigation Jump to search
The printable version is no longer supported and may have rendering errors. Please update your browser bookmarks and please use the default browser print function instead.

Maintenance

New Maintenance Rules

In VB6 Aurora, the maintenance facilities of a population, aided by ships in orbit with maintenance modules, have a maximum maintenance capacity measured in tons. Any ship of that size or less can be maintained. Fighters cannot be maintained in this way and have to be stored in hangars.

In C# Aurora, maintenance facilities and modules are handled differently:

  • 1) Each maintenance facility or maintenance module has a basic capacity of 1000 tons. A new tech line exists that can raise this capacity in increments, starting with 1250 capacity for 2000 RP. The 2000 ton capacity is at 8,000 RP and the max is currently 6250 tons at 250,000 RP.
  • 2) Any location that contains a population with maintenance facilities or a ship with maintenance modules is known as a 'Maintenance Location'. This does not need to be in the same location as a population. A Maintenance Location consisting only of ships with maintenance modules could be in deep space.
  • 3) The maintenance capacities of all populations and maintenance ships of the same race in the same Maintenance Location are added together to create a 'Total Maintenance Capacity'.
  • 4) A Maintenance Location can fully maintain ships in its location if the total tonnage of those ships is equal to or less than the Total Maintenance Capacity. In other words, maintenance is now based on summing the tonnage of ships to be maintained, rather than supporting all ships under a set tonnage.
  • 5) If the total tonnage of the ships to be maintained is greater than the Total Maintenance Capacity, each ship will be partially maintained. This is known as the 'Effective Maintenance Rate (EMR)'
    • For example, if the Total Maintenance Capacity is 80,000 tons and the total tonnage of the ships requiring maintenance is 100,000 tons, the EMR is 80%. Each ship will use 80% of the normal amount of MSP required for maintenance. Each's ship maintenance clock will advance at 20% of normal and their chance of system failure will be 20% of normal.
  • 6) The maintenance capacity of maintenance facilities on a population is modified by the population's Manufacturing Efficiency (available worker / required workers), Radiation Production Modifier, Political Stability Modifier (based on unrest) and Political Status Production Modifier (Conquered / Subjugated, etc.). The capacity of both maintenance facilities and maintenance modules is modified by the racial Economic Production Modifier (amount of debt vs annual income).
  • 7) Ships can enter overhaul in the same way as they do now, except they can also do this at a deep space Maintenance Location as well as at a population. Overhauls will proceed at a slower rate (and use fewer MSP) if the total tonnage of the ships being maintained exceeds the Total Maintenance Capacity. However, ships undergoing overhaul will not suffer maintenance failures in this situation.
  • 8) Fighters can be maintained by Maintenance Locations and do not need to be stored in hangars (because now they use capacity whereas the VB6 rule was implemented to prevent unlimited fighters being maintained).

These new rules remove many of the maintenance restrictions on larger ships and make maintenance of FACs and fighters more realistic. They introduce the same economic factors to maintenance that exist for production. In addition, I believe this creates a more realistic environment where the required maintenance facilities / modules are tied to the absolute amount of ships to be maintained, rather than just their maximum size. Finally, maintenance can now be carried out away from population centres, making deep space bases a possibility. Date 27.01.2019


A military ship still has normal maintenance requirements while in a civilian hangar.

However, as you can maintain ships in deep space in C# Aurora it will be possible to build a large ship that could provide both commercial hangar space and maintenance, or combine ships with commercial hangars and ships with maintenance modules to provide a logistics hub. Date 19.07.2017

Maintenance Supply Points (MSP)

Use of Maintenance Supply Points (MSP)

  • 1) MSP are used in a very similar way to VB6 Aurora. While a ship is being maintained, it requires total MSP per year equal to Class Cost / 4. A ship undergoing overhaul requires total MSP per year equal to Class Cost.
  • 2) If the ship is being maintained in a situation where the total tonnage of the ships being maintained is greater than the Total Maintenance Capacity (EMR less than 100%), the MSP requirement will be reduced accordingly (see above).
  • 3) The ship being maintained will use up MSP from any racial populations in the same location, in descending order of MSP stockpile. If no populations are available, or have no MSP, the maintained ship will use MSP from any Supply Ships in the same location, in descending order of available MSP. Finally, if no other option is available, the maintained ship will consume its own MSP. A ship can use a combination of the above to locate sufficient MSP.
  • 4) If the ship cannot locate sufficient MSP to meet the requirements for maintenance, this also has an impact on the Effective Maintenance Rate (EMR) for that specific ship.
    • For example, assume a Maintenance Location with a capacity of 80,000 tons is maintaining 100,000 tons of shipping. The EMR for that Maintenance Location is 80%. A ship with a class cost of 1500 BP is being normally maintained and will require annual MSP equal to (Class Cost / 4) * EMR or (1500 / 4) * 80% = 300 MSP. If the ship can only locate 240 MSP, the EMR will be reduced by the proportion of available MSP to required MSP: (240 / 300) * 80% = 64%. The ship will now consume 240 MSP, the maintenance clock will be advanced at 36% of normal and the chance of system failure will be 36% of normal. (in reality the MSP numbers will be much smaller as during a single increment the ship is being maintained for only a small fraction of a year).
  • 5) The order in which ships are checked for available MSP is based on Class Maintenance Priority, then by Overhaul vs. Normal Maintenance, then by highest maintenance clock.
  • 6) The chance of system failure, whether away from a Maintenance Location or while being partially maintained, is reduced by the crew grade bonus (or increased for crews with a negative bonus) and the ship's Engineering bonus (50% of commander bonus and 100% of Chief Engineer bonus).

These new rules remove many of the maintenance restrictions on larger ships and make maintenance of FACs and fighters more realistic. They introduce the same economic factors to maintenance that exist for production. In addition, I believe this creates a more realistic environment where the required maintenance facilities / modules are tied to the absolute amount of ships to be maintained, rather than just their maximum size. Finally, maintenance can now be carried out away from population centres, making deep space bases a possibility. Date 07.12.2018

MSP use while Overcrowding

  • 5. If the overcrowding modifier is greater than 1.5, life support may begin to suffer damage.
  • 6. The percentage chance of failure in any construction phase is equal to Overcrowding Modifier * 100 * (Increment Length / Year Length). That translates to a 3.1% chance per construction phase if the ship is 50% overcrowded, an 8.6% chance at 150% overcrowded and a 34.2% chance at 400%.
  • 7. If failure occurs, a crew quarters system will potentially be damaged. This can be prevented in the normal way by maintenance supplies. If no maintenance supplies are available, the crew quarters will be destroyed.

Date 15.07.2018

Weapon Failure

At the point when any weapon (energy-based or missile launcher) fires, there is a 2% chance the weapon will suffer a failure. If sufficient maintenance supplies are available, the weapon will be instantly repaired and will fire normally. If maintenance supplies are not available, the weapon will be damaged and unable to fire.

Date 07.04.2018

Maintenance Storage Bays

In C# Aurora, Maintenance Storage Bays are no longer a military system.

Date 22.02.2018

Fleet Training and Maintenance

While in training, a ship is under the following restrictions:

  • 2) The ship cannot use maintenance facilities
  • 4) Maintenance Failure Chance is 2x normal
  • 5) The ship's Maintenance Clock increases by 2x time (compared to 1x for a normal ship), unless it is within a military hangar.

Date 02.09.2018

Maintenance Locations View

There is a new display option on the galactic map to highlight Maintenance Locations. They are displayed as a dashed blue circle.

Date 03.03.2018


Damage Control

Basics

Damage Control functions in a similar way to VB6 with a few exceptions.

  • There is no longer any separation between the current damage control assignment and the queue. In C# there is just a damage control queue and the highest priority item will be worked on first.
  • The ship damage control rating is equal to the total value of engineering, damage control and commercial damage control systems, boosted by five times the Engineering bonus of the Chief Engineer (if one is assigned). So a Chief Engineer with a 20% bonus would double the damage control rating
  • If the ship being repaired is in a hangar, the damage control rating of the mothership will be added to the damage control rating of the ship and the mothership maintenance supplies will be used first (although they will not be used past the specified minimum level). While this allows the mothership DC rating to be potentially used on multiple ships simultaneously, I decided that was preferable to having repair priorities per ship. The micromanagement isn't really worth the extra realism.
  • If the top item in the damage control queue is too expensive to repair (due to lack of maintenance supplies), other items will be checked in order to see if they can be repaired instead.
  • The percentage chance of repair is equal to ((Increment Length in Seconds / Repair Cost) * Damage Control Rating) / 1000. For example, Geological Survey Sensors cost 100 BP so have a repair cost of 200 MSP. If a ship has a damage control rating of 5 and the increment is one hour, the repair chance for the sensor would be ((3600 / 200) * 5) / 1000 = 9%
  • All ships have the option to engage Automated Damage Control, in which case the ship will assign its own damage control queue based on the same repair priorities as NPRs

Date 02.09.2018

Damage Control Screen

http://www.pentarch.org/steve/Screenshots/DamageControl02.PNG

This is the new damage control tab for the Ship section of the Naval Organization window. The Repair Chance on the rightmost column is the chance for the ship to repair the component in the time specified at the bottom of the screen in the Repair Chance Time text box. SM Repair All is only visible in SM mode and will repair everything, including armour. Auto Queue will queue everything using the automated damage control rules. Clicking the Automated Damage Control checkbox means the ship will automatically queue and repair damage (the queuing is done just prior to damage control in the sequence of play).

Date 02.09.2018

Instant Damage Control

In addition to Damage Control Rating each ship also gains an Instant Damage Control Rating. The DCR rating for a ship or class on the summary display is shown as two numbers separated by a dash. For example, DCR 10-15 would mean a ship had a damage control rating of 10 and an instant damage control rating of 15.

The Instant Damage Control Rating is calculated as: Damage Control Rating * ((200 / Class Size)).

For example, a 20,000 ton ship with a damage control rating of 12 would have an instant damage control rating of 6. An 8,000 ton ship with a damage control rating of 12 would have an instant damage control rating of 15. If a ship has a Main Engineering component, the instant damage control rating is boosted by Engineering bonus of the Chief Engineer and half that of the Commander. The maximum instant damage control rating is 50, plus any engineering bonus.

Note that for 'normal' damage control (not instant), the Engineering Bonus is multiplied by 5.

When a ship receives internal damage and a component is deemed to be destroyed, there is a percentage chance equal to the instant damage control rating that the component remains intact. If so, this consumes maintenance supplies equal to the cost of the component (the same as maintenance failures) and will be reported as a 'damage control' event.

Date 10.09.2022