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Difference between revisions of "Ship Maintenance"

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(remoed details about Maintenance Facilities requirements, added some details from Ship Maintenance Details that are the same for 7.2)
(maintenance clock and overhauls)
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Fleet operations in Aurora require some logistics. Military ships may suffer from maintenance failures and you'll need to periodically send your ships in for overhauling, to prevent them from falling apart.
 
Fleet operations in Aurora require some logistics. Military ships may suffer from maintenance failures and you'll need to periodically send your ships in for overhauling, to prevent them from falling apart.
  
==Ship Maintenance (in space)==
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==Maintenance Failures==
 
Fleet operations in Aurora require some logistics. Ships cannot stay in space indefinitely. Once per 5-day increment, a check is made for each ship to see if a component malfunctions. Malfunctioning components require a certain amount of maintenance supplies to avoid breakdown. If the ship has insufficient supplies, the component is damaged (as if by enemy fire) and must be repaired. To avoid that, add [[Engineering Sections]] to the ship class during ship design to reduce malfunctions, and/or Maintenance Storage Modules to carry more supplies. You'll see how the Annual Failure Rate (AFR, the estimated number of malfunctions per year) drops with each additional Engineering Section.
 
Fleet operations in Aurora require some logistics. Ships cannot stay in space indefinitely. Once per 5-day increment, a check is made for each ship to see if a component malfunctions. Malfunctioning components require a certain amount of maintenance supplies to avoid breakdown. If the ship has insufficient supplies, the component is damaged (as if by enemy fire) and must be repaired. To avoid that, add [[Engineering Sections]] to the ship class during ship design to reduce malfunctions, and/or Maintenance Storage Modules to carry more supplies. You'll see how the Annual Failure Rate (AFR, the estimated number of malfunctions per year) drops with each additional Engineering Section.
 
The [[Maintenance Clock]] counts the time since the ship has left port (its last time in a dockyard with proper [[Maintenance Facilities]]). Once the clock reaches the time shown in the class overview window, the failure rate increases more and more. In other words, if you keep a ship that wasn't intended for extremely long operations in space, it will literally fall apart. Add [[Engineering Sections]] or build ships with [[Maintenance Modules]] to carry out maintenance on other ships while in space.
 
  
 
If you want to know exactly how it's calculated, see [[Ship Maintenance Details]].
 
If you want to know exactly how it's calculated, see [[Ship Maintenance Details]].
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* and optionally, some factories to produce Maintenance Supplies.
 
* and optionally, some factories to produce Maintenance Supplies.
  
==Overhaul==
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==Overhauls==
Once a ship gets past a certain age it starts costing more to maintain. Overhauls are to prevent your ships from falling apart. If you checked "No Overhauls needed" in the game setup, then you can ignore them. Otherwise, you'll need to periodically send your ships in for overhauling.
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Each ship has a maintenance clock, which counts the time since the ship has left port (its last time in a dockyard with proper [[Maintenance Facility|maintenance facilities]]). Once a ship gets past a certain age, the probability of a breakdown increases, and it starts costing more MSP to maintain. In other words, if you keep a ship that wasn't intended for extremely long operations in space, it will literally fall apart.
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Overhauls unwinds this clock. One month in overhaul reverses three months of age. Overhauling requires minerals based on the ship size, components, and the maintenance clock. It can only be carried out on a base with maintenance facilities (dockyard) large enough for the ship's tonnage. Note there's a time penalty if you want to abort the overhaul early.
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:TIP:If your clock is going up while at colony, it means your maintenance facilities are not large enough to accommodate that ship. Expand your maintenance facilities and it'll stop going up.
  
Each ship has a maintenance clock. As this number gets bigger, the probability of a breakdown increases. Overhauling unwinds this clock. One month in overhaul reverses three months of age. Overhauling requires minerals based on the ship size, components, and the maintenance clock. It can only be carried out on a base with maintenance facilities (dockyard) large enough for the ship's tonnage. Note there's a time penalty if you want to abort the overhaul early.
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Once your deployment is brought back to 0 and you're able to get going again as if new. In lore, these are maintenance things that couldn't be done on-ship, such as scrubbing out the engine manifolds, re calibrating the sensors, replacing the worn hinges on bulkheads, replacing the floor panels as feet have scuffed them up, and whatever else wouldn't be normal maintenance.
  
 
==Hangars==
 
==Hangars==

Revision as of 21:40, 11 February 2016

Fleet operations in Aurora require some logistics. Military ships may suffer from maintenance failures and you'll need to periodically send your ships in for overhauling, to prevent them from falling apart.

Maintenance Failures

Fleet operations in Aurora require some logistics. Ships cannot stay in space indefinitely. Once per 5-day increment, a check is made for each ship to see if a component malfunctions. Malfunctioning components require a certain amount of maintenance supplies to avoid breakdown. If the ship has insufficient supplies, the component is damaged (as if by enemy fire) and must be repaired. To avoid that, add Engineering Sections to the ship class during ship design to reduce malfunctions, and/or Maintenance Storage Modules to carry more supplies. You'll see how the Annual Failure Rate (AFR, the estimated number of malfunctions per year) drops with each additional Engineering Section.

If you want to know exactly how it's calculated, see Ship Maintenance Details.

Maintenance Supplies

Maintenance Supplies are produced by maintenance facilities. Ships in orbit of colony with proper maintenance facilities or undergoing overhauls will now consume maintenance supply points from the colony and suffer no maintenance failures. If a colony has maintenance facilities but no maintenance supplies, ships in orbit will draw maintenance supplies from any designated supply ship in the same location. Supply ships can be flagged using the existing 'Supply Ship' flag in the Class window. If no supply ships are available, ships will draw on their own maintenance supplies.

Example: A planet has 25 Maintenance Facilities, giving it the capacity to handle all maintenance for an unlimited number of ships up to 5,000 tons in size.

Maintenance Facilities use a small amount of minerals to keep your ships in shape.

If you are confused

  • Engineering Sections carry Maintenance Supplies, which are built by ordinary factories. They are used up to automatically repair malfunctions while the ship is in space.
  • Maintenance Facilities are installations using minerals to maintain ships on a planet. They do not use or produce Maintenance Supplies.

A fleet base should therefore have:

  • sufficient Maintenance Facilities to maintain the largest ships you want to base there,
  • access to minerals,
  • enough Maintenance Supplies stored to resupply ships for their next mission,
  • and optionally, some factories to produce Maintenance Supplies.

Overhauls

Each ship has a maintenance clock, which counts the time since the ship has left port (its last time in a dockyard with proper maintenance facilities). Once a ship gets past a certain age, the probability of a breakdown increases, and it starts costing more MSP to maintain. In other words, if you keep a ship that wasn't intended for extremely long operations in space, it will literally fall apart.

Overhauls unwinds this clock. One month in overhaul reverses three months of age. Overhauling requires minerals based on the ship size, components, and the maintenance clock. It can only be carried out on a base with maintenance facilities (dockyard) large enough for the ship's tonnage. Note there's a time penalty if you want to abort the overhaul early.

TIP:If your clock is going up while at colony, it means your maintenance facilities are not large enough to accommodate that ship. Expand your maintenance facilities and it'll stop going up.

Once your deployment is brought back to 0 and you're able to get going again as if new. In lore, these are maintenance things that couldn't be done on-ship, such as scrubbing out the engine manifolds, re calibrating the sensors, replacing the worn hinges on bulkheads, replacing the floor panels as feet have scuffed them up, and whatever else wouldn't be normal maintenance.

Hangars

A ship (or FAC or fighter) in a hangar does not roll for malfunction, need Maintenance Facilities or use supplies. For purposes of maintenance, it is effectively "mothballed". To save minerals, you might consider building PDCs with large hangar spaces and store your unused ships there.

Options

Maintenance and Overhauls may be turned off completely via an option in the Game Info window on the right at the bottom of the list of options named "No Overhauls Needed".