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C-Ship Modules

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Revision as of 17:49, 7 January 2019 by Erik luken (talk | contribs) (Erik luken moved page Ship Modules to Examples:Ship Modules)
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Jump Engines

In C# Aurora, commercial-engined and military-engined ships are treated separately. So if you have a fleet with mixed engine types that also includes ships with commercial and military jump drives, it will still carry out a standard transit if the respective jump drives are large enough for the ships with the matching respective engine types. However, if any ship with either engine type can't jump, the whole fleet will fail to transit. Squadron jumps are handled differently so I will cover that in a separate post. Date 06.10.2016


Tanker Flag etc

Tanker Basics

You can flag a tanker as being at one of three refuel statuses; None, Refuel Fleet or Refuel Sub-Fleet. When this flag is set to Refuel Fleet, the tanker will constantly refuel its own fleet as that fleet continues with normal orders (the refuel itself is not an order). Essentially, the tanker will keep the fleet's fuel tanks topped up. The rate of refuel will be based on the refuelling system of the tanker multiplied by the parent race's underway replenishment tech (unless the fleet is stationary). If the flag is set to Refuel Sub-Fleet, the tanker will follow the same rules as above but only for ships within the same sub-fleet (you can use this distinction to control which ships are refuelled within the fleet)

Each tanker class has a minimum fuel setting (in the class window) and will not refuel ships once it falls below that level. Each class & ship has a 'refuel priority', with higher numbers equalling higher priority. The tanker will refuel in descending order of ship priority, then by descending order of class priority. The tanker will automatically move to a second ship (or more) if there is sufficient time and fuel remaining in the sub-pulse.

The current 'Refuel Fleet' order has been replaced with 'Join & Refuel Fleet'. The fleet containing the tanker will become part of the target fleet and switch to a 'Refuel Fleet' status (if not already set).

A new 'Join & Refuel Sub-Fleet' order has been added. The fleet containing the tanker will become part of the target sub-fleet and switch to a 'Refuel Sub-Fleet' status (if not already set). A Join Sub-Fleet order has also been added for more general use. Date 01.07.2018

Refuelling Hub

A Refuelling Hub can be mounted on a ship. It is a commercial system with a research cost of 10,000 RP, build cost of 2400 BP and a size of 100,000 tons. In practical terms, this is likely to form part of a large, deep-space station, due to the size and cost, rather than being deployed on tankers that will accompany fleets Date 20.07.2017

A new 'Refuel from Refuelling Hub' order has been added. This order requires a second fleet containing at least one refuelling hub as the destination. On arrival, the fleet will be refuelled until all its tanks are fuel, or the refuelling hub runs out of fuel. All ships in the fleet will be refuelled, including tankers. Once completed, the fleet will move on to its next order. If the fleet containing the refuelling hub has any movement orders, the refuelling will not take place and the refuelling order will be marked as completed. Multiple hubs in the target fleet will not increase the rate of refuelling (a ship can only refuel from one hub at once) but they can all contribute fuel.

A new 'Transfer Fuel to Refuelling Hub' order has been added. Any class designated as a tanker can transfer fuel to any ship with a Refuelling Hub. The transfer is done at the refuelling rate of the tanker. If multiple tankers are in the fleet, they can transfer fuel simultaneously. Date 01.07.2018

Refuelling System

A Refuelling System is 500 tons and has a cost ranging from 10 BP to 100 BP, depending on the tech level. A ship with a Refuelling System can refuel a single ship at once, so will take some time to refuel a whole fleet, although this will improve with higher technology. At the early tech levels, the Refuelling System can only be used if both ships (tanker and target ship) are both stationary. Another new tech line, Underway Replenishment, allow the refuelling to take place while both ships are in the same fleet and underway. Priorities can be set for the refuelling order when multiple ships are involved. The first Underway Replenishment tech allows refuelling at 20% of the normal rate (2500 RP), rising to 100% with the highest tech (40,000 RP). Date 20.07.2017